L L4D2node

CEventQueue::CancelEventOn

0x0063d280 · 200 bytes · __thiscall

_ZN11CEventQueue13CancelEventOnEP11CBaseEntityPKc

Decompiled

undefined (3 params)

/* CEventQueue::CancelEventOn(CBaseEntity*, char const*) */

void __thiscall CEventQueue::CancelEventOn(CEventQueue *this,CBaseEntity *param_1,char *param_2)

{
  uint uVar1;
  void *pvVar2;
  size_t sVar3;
  int iVar4;
  undefined *puVar5;
  char *pcVar6;
  void *pvVar7;
  
  if (param_1 == (CBaseEntity *)0x0) {
    return;
  }
  pvVar7 = *(void **)(this + 0x30);
joined_r0x0063d29c:
  if (pvVar7 == (void *)0x0) {
    return;
  }
  do {
    uVar1 = *(uint *)((int)pvVar7 + 0x18);
    if ((((uVar1 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (param_1 == *(CBaseEntity **)(puVar5 + 4))) {
      sVar3 = strlen(param_2);
      pcVar6 = *(char **)((int)pvVar7 + 8);
      if (pcVar6 == (char *)0x0) {
        pcVar6 = "";
      }
      iVar4 = V_strncmp(pcVar6,param_2,sVar3);
      if (iVar4 == 0) break;
    }
    pvVar7 = *(void **)((int)pvVar7 + 0x30);
    if (pvVar7 == (void *)0x0) {
      return;
    }
  } while( true );
  pvVar2 = *(void **)((int)pvVar7 + 0x30);
  *(void **)(*(int *)((int)pvVar7 + 0x34) + 0x30) = pvVar2;
  if (*(int *)((int)pvVar7 + 0x30) != 0) {
    *(undefined4 *)(*(int *)((int)pvVar7 + 0x30) + 0x34) = *(undefined4 *)((int)pvVar7 + 0x34);
  }
  CUtlMemoryPool::Free((CUtlMemoryPool *)EventQueuePrioritizedEvent_t::s_Allocator,pvVar7);
  pvVar7 = pvVar2;
  goto joined_r0x0063d29c;
}

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)