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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.