L L4D2node

CBaseEntity::RemoveDeferred

0x0060df50 · 176 bytes · __thiscall

_ZN11CBaseEntity14RemoveDeferredEv

Decompiled

undefined (1 param)

/* CBaseEntity::RemoveDeferred() */

void __thiscall CBaseEntity::RemoveDeferred(CBaseEntity *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined1 local_14 [12];
  
  uVar3 = 0;
  uVar2 = 0;
  uVar1 = 0;
  ThinkSet((_func_void *)local_14,(float)this,(char *)SUB_Remove);
  SetNextThink(this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  AddEffects(this,0x20);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  SetMoveType(this,0,0,uVar1,uVar2,uVar3);
  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)