L L4D2node

CBaseEntity::RemoveExpiredConcepts

0x00613820 · 143 bytes · __thiscall

_ZN11CBaseEntity21RemoveExpiredConceptsEv

Decompiled

undefined (1 param)

/* CBaseEntity::RemoveExpiredConcepts() */

void __thiscall CBaseEntity::RemoveExpiredConcepts(CBaseEntity *this)

{
  float fVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar2 = 0;
  iVar3 = *(int *)(this + 0xc4);
  iVar4 = iVar3;
  if (iVar3 < 1) {
    return;
  }
  do {
    if (iVar2 < iVar3) {
      fVar1 = *(float *)(*(int *)(this + 0xb8) + iVar2 * 0xc + 8);
      iVar3 = iVar2;
      if (fVar1 == 0.0) goto LAB_0061386c;
      if (fVar1 < *(float *)(gpGlobals + 0xc) || fVar1 == *(float *)(gpGlobals + 0xc))
      goto LAB_00613848;
      iVar2 = iVar2 + 1;
      if (iVar4 <= iVar2) {
        return;
      }
    }
    else {
LAB_00613848:
      iVar4 = iVar4 + -1;
      iVar3 = iVar2 + -1;
      CUtlVector<ResponseContext_t,CUtlMemory<ResponseContext_t,int>>::ShiftElementsLeft
                ((CUtlVector<ResponseContext_t,CUtlMemory<ResponseContext_t,int>> *)(this + 0xb8),
                 iVar2,1);
      *(int *)(this + 0xc4) = *(int *)(this + 0xc4) + -1;
LAB_0061386c:
      iVar2 = iVar3 + 1;
      if (iVar4 <= iVar2) {
        return;
      }
    }
    iVar3 = *(int *)(this + 0xc4);
  } 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)