CEntityList::DeleteEntity
0x0063e9d0 · 168 bytes · __thiscall
_ZN11CEntityList12DeleteEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CEntityList::DeleteEntity(CBaseEntity*) */
void __thiscall CEntityList::DeleteEntity(CEntityList *this,CBaseEntity *param_1)
{
uint uVar1;
uint *puVar2;
uint *puVar3;
uint *puVar4;
undefined *puVar5;
CBaseEntity *pCVar6;
puVar4 = *(uint **)(this + 4);
puVar3 = (uint *)0x0;
do {
while( true ) {
puVar2 = puVar4;
if (puVar2 == (uint *)0x0) {
return;
}
uVar1 = *puVar2;
if ((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc))
break;
LAB_0063ea26:
if (puVar3 == (uint *)0x0) {
*(uint *)(this + 4) = puVar2[1];
}
else {
puVar3[1] = puVar2[1];
}
CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntListMemPool,puVar2);
*(int *)this = *(int *)this + -1;
puVar4 = *(uint **)(this + 4);
puVar3 = (uint *)0x0;
}
if (*(uint *)(puVar5 + 8) == uVar1 >> 0xc) {
pCVar6 = *(CBaseEntity **)(puVar5 + 4);
}
else {
pCVar6 = (CBaseEntity *)0x0;
}
if (((param_1 == pCVar6) || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) ||
(*(int *)(puVar5 + 4) == 0)) goto LAB_0063ea26;
puVar4 = (uint *)puVar2[1];
puVar3 = puVar2;
} while( true );
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.