L L4D2node

CBaseEntityList::CEntInfoList::Unlink

0x0044a380 · 71 bytes · __thiscall

_ZN15CBaseEntityList12CEntInfoList6UnlinkEP8CEntInfo

Decompiled

undefined (2 params)

/* CBaseEntityList::CEntInfoList::Unlink(CEntInfo*) */

void __thiscall CBaseEntityList::CEntInfoList::Unlink(CEntInfoList *this,CEntInfo *param_1)

{
  CEntInfo *pCVar1;
  int iVar2;
  
  pCVar1 = *(CEntInfo **)(param_1 + 8);
  if (param_1 != pCVar1) {
    if (pCVar1 == (CEntInfo *)0x0) {
      *(undefined4 *)this = *(undefined4 *)(param_1 + 0xc);
      iVar2 = *(int *)(param_1 + 0xc);
    }
    else {
      *(undefined4 *)(pCVar1 + 0xc) = *(undefined4 *)(param_1 + 0xc);
      iVar2 = *(int *)(param_1 + 0xc);
    }
    if (iVar2 == 0) {
      *(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 8);
    }
    else {
      *(undefined4 *)(iVar2 + 8) = *(undefined4 *)(param_1 + 8);
    }
    *(CEntInfo **)(param_1 + 0xc) = param_1;
    *(CEntInfo **)(param_1 + 8) = param_1;
    return;
  }
  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)