L L4D2node

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 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)