L L4D2node

CEventQueue::RemoveEvent

0x0063c950 · 30 bytes · __thiscall

_ZN11CEventQueue11RemoveEventEP28EventQueuePrioritizedEvent_t

Decompiled

undefined (2 params)

/* CEventQueue::RemoveEvent(EventQueuePrioritizedEvent_t*) */

void __thiscall CEventQueue::RemoveEvent(CEventQueue *this,EventQueuePrioritizedEvent_t *param_1)

{
  *(undefined4 *)(*(int *)(param_1 + 0x34) + 0x30) = *(undefined4 *)(param_1 + 0x30);
  if (*(int *)(param_1 + 0x30) != 0) {
    *(undefined4 *)(*(int *)(param_1 + 0x30) + 0x34) = *(undefined4 *)(param_1 + 0x34);
  }
  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)