L L4D2node

CGlobalEntityList::OnRemoveEntity

0x0067b2d0 · 48 bytes · __cdecl

_ZN17CGlobalEntityList14OnRemoveEntityEP13IHandleEntity11CBaseHandle

Decompiled

undefined (2 params)

/* CGlobalEntityList::OnRemoveEntity(IHandleEntity*, CBaseHandle) */

void CGlobalEntityList::OnRemoveEntity(int param_1,int *param_2)

{
  int iVar1;
  
  iVar1 = (**(code **)(*param_2 + 0x18))(param_2);
  if (*(int *)(iVar1 + 0x30) != 0) {
    *(int *)(Elf32_Ehdr_00010000.e_ident_pad + param_1 + 0x13) =
         *(int *)(Elf32_Ehdr_00010000.e_ident_pad + param_1 + 0x13) + -1;
  }
  *(int *)(Elf32_Ehdr_00010000.e_ident_pad + param_1 + 0xf) =
       *(int *)(Elf32_Ehdr_00010000.e_ident_pad + param_1 + 0xf) + -1;
  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)