L L4D2node

CSimThinkManager::OnEntityDeleted

0x0067e950 · 175 bytes · __thiscall

_ZN16CSimThinkManager15OnEntityDeletedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CSimThinkManager::OnEntityDeleted(CBaseEntity*) */

void __thiscall CSimThinkManager::OnEntityDeleted(CSimThinkManager *this,CBaseEntity *param_1)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  ushort uVar3;
  uint *puVar4;
  uint uVar5;
  uint uVar6;
  uint uVar7;
  
  puVar4 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
  uVar5 = *puVar4 & 0xfff;
  uVar3 = *(ushort *)(this + uVar5 * 2 + 4);
  uVar6 = (uint)uVar3;
  if (uVar6 != 0xffff) {
    if (*(int *)(this + 0x2010) < 1) {
      *(undefined2 *)(this + uVar5 * 2 + 4) = 0xffff;
      return;
    }
    uVar7 = *(int *)(this + 0x2010) - 1;
    if (uVar6 != uVar7) {
      puVar1 = (undefined4 *)(*(int *)(this + 0x2004) + uVar6 * 8);
      puVar2 = (undefined4 *)(*(int *)(this + 0x2004) + uVar7 * 8);
      *puVar1 = *puVar2;
      puVar1[1] = puVar2[1];
      uVar7 = *(int *)(this + 0x2010) - 1;
    }
    *(uint *)(this + 0x2010) = uVar7;
    *(undefined2 *)(this + uVar5 * 2 + 4) = 0xffff;
    if ((int)uVar6 < (int)uVar7) {
      *(ushort *)(this + (uint)*(ushort *)(*(int *)(this + 0x2004) + uVar6 * 8) * 2 + 4) = uVar3;
    }
  }
  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)