L L4D2node

CBasePlayer::ClearPlayerSimulationList

0x00416e20 · 137 bytes · __thiscall

_ZN11CBasePlayer25ClearPlayerSimulationListEv

Decompiled

undefined (1 param)

/* CBasePlayer::ClearPlayerSimulationList() */

void __thiscall CBasePlayer::ClearPlayerSimulationList(CBasePlayer *this)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0x2074) + -1;
  iVar4 = iVar3 * 4;
  if (-1 < iVar3) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x2068) + iVar4), uVar1 != 0xffffffff &&
               (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
             (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0))) {
        iVar3 = iVar3 + -1;
        iVar4 = iVar4 + -4;
        CBaseEntity::UnsetPlayerSimulated(*(CBaseEntity **)(puVar2 + 4));
        if (iVar3 == -1) goto LAB_00416e9d;
      }
      iVar3 = iVar3 + -1;
      iVar4 = iVar4 + -4;
    } while (iVar3 != -1);
  }
LAB_00416e9d:
  *(undefined4 *)(this + 0x2074) = 0;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)