L L4D2node

CVisibilityMonitor::RemoveEntity

0x006656b0 · 262 bytes · __thiscall

_ZN18CVisibilityMonitor12RemoveEntityEP11CBaseEntity

Decompiled

undefined (2 params)

/* CVisibilityMonitor::RemoveEntity(CBaseEntity*) */

void __thiscall CVisibilityMonitor::RemoveEntity(CVisibilityMonitor *this,CBaseEntity *param_1)

{
  uint uVar1;
  int iVar2;
  undefined4 uVar3;
  uint *puVar4;
  int iVar5;
  undefined1 *puVar6;
  undefined *puVar7;
  int local_20;
  
  local_20 = *(int *)(this + 0x18);
  if (0 < local_20) {
    iVar5 = 0;
    puVar4 = *(uint **)(this + 0xc);
    do {
      uVar1 = *puVar4;
      if (((uVar1 == 0xffffffff) ||
          (puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar7 + 8) != uVar1 >> 0xc)) {
        if (param_1 == (CBaseEntity *)0x0) goto LAB_00665730;
      }
      else if (param_1 == *(CBaseEntity **)(puVar7 + 4)) {
LAB_00665730:
        iVar2 = (local_20 - iVar5) + -1;
        if (0 < iVar2) {
          _V_memmove(puVar4,*(uint **)(this + 0xc) + iVar5 * 5 + 5,iVar2 * 0x14);
          local_20 = *(int *)(this + 0x18);
        }
        *(int *)(this + 0x18) = local_20 + -1;
        if (*(int *)(debug_visibility_monitor._28_4_ + 0x30) == 0) {
          return;
        }
        uVar3 = CBaseEntity::GetDebugName(param_1);
        puVar6 = &DAT_00d539c2;
        if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
          puVar6 = *(undefined1 **)(param_1 + 0x7c);
        }
        Msg("VisMon: Removed Entity: %s (%s)\n",puVar6,uVar3);
        return;
      }
      iVar5 = iVar5 + 1;
      puVar4 = puVar4 + 5;
    } while (iVar5 != local_20);
  }
  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)