L L4D2node

CBaseEntity::PhysicsRemoveGroundList

0x00475f20 · 192 bytes · __thiscall

_ZN11CBaseEntity23PhysicsRemoveGroundListEPS_

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsRemoveGroundList(CBaseEntity*) */

void __thiscall CBaseEntity::PhysicsRemoveGroundList(CBaseEntity *this,CBaseEntity *param_1)

{
  uint uVar1;
  uint *puVar2;
  uint *puVar3;
  uint *puVar4;
  CBaseEntity *pCVar5;
  undefined *puVar6;
  
  puVar4 = (uint *)GetDataObject(this,0);
  if (puVar4 != (uint *)0x0) {
    puVar3 = (uint *)puVar4[1];
    while ((puVar4 != puVar3 && (puVar3 != (uint *)0x0))) {
      uVar1 = *puVar3;
      pCVar5 = (CBaseEntity *)0x0;
      puVar2 = (uint *)puVar3[1];
      if ((uVar1 != 0xffffffff) &&
         ((puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
          (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)))) {
        pCVar5 = *(CBaseEntity **)(puVar6 + 4);
      }
      PhysicsNotifyOtherOfGroundRemoval(this,pCVar5);
      groundlinksallocated = groundlinksallocated + -1;
      CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityGroundLinks,puVar3);
      puVar3 = puVar2;
    }
    if (((byte)this[0x3cc] & 1) != 0) {
      DestroyDataObject(this,(int)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)