L L4D2node

CBasePlayer::RemoveFromPlayerSimulationList

0x0041a9d0 · 98 bytes · __thiscall

_ZN11CBasePlayer30RemoveFromPlayerSimulationListEP11CBaseEntity

Decompiled

undefined (2 params)

/* CBasePlayer::RemoveFromPlayerSimulationList(CBaseEntity*) */

void __thiscall CBasePlayer::RemoveFromPlayerSimulationList(CBasePlayer *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  undefined4 local_10;
  
  if (param_1 != (CBaseEntity *)0x0) {
    local_10 = 0xffffffff;
    puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    local_10 = *puVar1;
    iVar2 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                      ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                       (this + 0x2068),(CHandle *)&local_10);
    if (iVar2 != -1) {
      CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::ShiftElementsLeft
                ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                 (this + 0x2068),iVar2,1);
      *(int *)(this + 0x2074) = *(int *)(this + 0x2074) + -1;
    }
  }
  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)