L L4D2node

CBaseEntityList::RemoveEntityAtSlot

0x0044a620 · 227 bytes · __thiscall

_ZN15CBaseEntityList18RemoveEntityAtSlotEi

Decompiled

undefined (2 params)

/* CBaseEntityList::RemoveEntityAtSlot(int) */

void __thiscall CBaseEntityList::RemoveEntityAtSlot(CBaseEntityList *this,int param_1)

{
  CEntInfo *pCVar1;
  int *piVar2;
  CEntInfo *pCVar3;
  uint local_20 [4];
  
  piVar2 = *(int **)(this + param_1 * 0x10 + 4);
  pCVar1 = (CEntInfo *)(this + param_1 * 0x10 + 4);
  if (piVar2 != (int *)0x0) {
    local_20[0] = 0xffffffff;
    (**(code **)(*piVar2 + 8))(piVar2,local_20);
    local_20[0] = *(int *)(this + param_1 * 0x10 + 8) << 0xc | param_1;
    (**(code **)(*(int *)this + 4))(this,*(undefined4 *)(this + param_1 * 0x10 + 4),local_20);
    *(undefined4 *)(this + param_1 * 0x10 + 4) = 0;
    *(uint *)(this + param_1 * 0x10 + 8) = *(int *)(this + param_1 * 0x10 + 8) + 1U & 0x7fff;
    pCVar3 = *(CEntInfo **)(this + param_1 * 0x10 + 0xc);
    if (pCVar1 != pCVar3) {
      if (pCVar3 == (CEntInfo *)0x0) {
        *(undefined4 *)(this + 0x10004) = *(undefined4 *)(this + param_1 * 0x10 + 0x10);
      }
      else {
        *(undefined4 *)(pCVar3 + 0xc) = *(undefined4 *)(this + param_1 * 0x10 + 0x10);
      }
      if (*(int *)(this + param_1 * 0x10 + 0x10) == 0) {
        *(undefined4 *)(this + 0x10008) = *(undefined4 *)(this + param_1 * 0x10 + 0xc);
      }
      else {
        *(undefined4 *)(*(int *)(this + param_1 * 0x10 + 0x10) + 8) =
             *(undefined4 *)(this + param_1 * 0x10 + 0xc);
      }
      *(CEntInfo **)(this + param_1 * 0x10 + 0x10) = pCVar1;
      *(CEntInfo **)(this + param_1 * 0x10 + 0xc) = pCVar1;
    }
    if (0x7ff < param_1) {
      CEntInfoList::LinkBefore((CEntInfoList *)(this + 0x1000c),(CEntInfo *)0x0,pCVar1);
      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)