L L4D2node

CResponseQueue::Remove

0x005dac10 · 163 bytes · __thiscall

_ZN14CResponseQueue6RemoveERK11CAI_ConceptP11CBaseEntity

Decompiled

undefined (3 params)

/* CResponseQueue::Remove(CAI_Concept const&, CBaseEntity*) */

void __thiscall
CResponseQueue::Remove(CResponseQueue *this,CAI_Concept *param_1,CBaseEntity *param_2)

{
  short *psVar1;
  uint uVar2;
  undefined *puVar3;
  short *psVar4;
  
  psVar1 = *(short **)(this + 0xc);
  do {
    psVar4 = psVar1;
    if (psVar1 == (short *)0x0) {
      return;
    }
    while ((psVar1 = *(short **)(psVar4 + 0x1e), *(short *)param_1 == *psVar4 &&
           ((param_2 == (CBaseEntity *)0x0 ||
            ((((uVar2 = *(uint *)(psVar4 + 0x16), uVar2 != 0xffffffff &&
               (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
             (param_2 == *(CBaseEntity **)(puVar3 + 4)))))))) {
      CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
      ::Unlink((CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
                *)this,(int)psVar4);
      AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)(psVar4 + 4));
      *(undefined4 *)(psVar4 + 0x1e) = *(undefined4 *)(this + 0x14);
      *(short **)(this + 0x14) = psVar4;
      psVar4 = psVar1;
      if (psVar1 == (short *)0x0) {
        return;
      }
    }
  } while( true );
}

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)