L L4D2node

CBaseCombatCharacter::UpdateOnRemove

0x005efcd0 · 233 bytes · __thiscall

_ZN20CBaseCombatCharacter14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::UpdateOnRemove() */

void __thiscall CBaseCombatCharacter::UpdateOnRemove(CBaseCombatCharacter *this)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  int iVar4;
  
  iVar4 = 0;
  do {
    while( true ) {
      uVar1 = *(uint *)(this + iVar4 * 4 + 0x18f4);
      if ((((uVar1 == 0xffffffff) ||
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) ||
         (*(CBaseEntity **)(puVar3 + 4) == (CBaseEntity *)0x0)) break;
      iVar4 = iVar4 + 1;
      UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
      if (iVar4 == 0x38) goto LAB_005efd2d;
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x38);
LAB_005efd2d:
  _V_memset(this + 0x1800,0,0x38);
  uVar1 = *(uint *)(this + 0x220);
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar3 + 8) == uVar1 >> 0xc &&
      (piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)))) {
    (**(code **)(*piVar2 + 0x104))(piVar2,this);
    (**(code **)(*(int *)this + 0x50))(this,0);
    CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
    return;
  }
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  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)