CNotifyList::ClearEntity
0x0067db80 · 91 bytes · __thiscall
_ZN11CNotifyList11ClearEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CNotifyList::ClearEntity(CBaseEntity*) */
void __thiscall CNotifyList::ClearEntity(CNotifyList *this,CBaseEntity *param_1)
{
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0x14) + -1;
iVar2 = iVar1 * 8;
for (; -1 < iVar1; iVar1 = iVar1 + -1) {
if ((*(CBaseEntity **)(*(int *)(this + 8) + iVar2) == param_1) ||
((CBaseEntity *)((int *)(*(int *)(this + 8) + iVar2))[1] == param_1)) {
CUtlVector<entitynotify_t,CUtlMemory<entitynotify_t,int>>::FastRemove
((CUtlVector<entitynotify_t,CUtlMemory<entitynotify_t,int>> *)(this + 8),iVar1);
}
iVar2 = iVar2 + -8;
}
return;
}
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.