L L4D2node

CBaseEntity::PhysicsRemoveGround

0x00475dc0 · 130 bytes · __cdecl

_ZN11CBaseEntity19PhysicsRemoveGroundEPS_P12groundlink_t

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsRemoveGround(CBaseEntity*, groundlink_t*) */

void CBaseEntity::PhysicsRemoveGround(CBaseEntity *param_1,groundlink_t *param_2)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)param_2;
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     ((*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0 && (param_1 != (CBaseEntity *)0x0)))) {
    RemoveFlag(*(CBaseEntity **)(puVar2 + 4),1);
  }
  groundlinksallocated = groundlinksallocated + -1;
  *(undefined4 *)(*(int *)(param_2 + 4) + 8) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)(*(int *)(param_2 + 8) + 4) = *(undefined4 *)(param_2 + 4);
  CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityGroundLinks,param_2);
  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)