L L4D2node

CEntityTouchManager::OnEntityDeleted

0x0067ec70 · 75 bytes · __thiscall

_ZN19CEntityTouchManager15OnEntityDeletedEP11CBaseEntity

Decompiled

undefined (2 params)

/* CEntityTouchManager::OnEntityDeleted(CBaseEntity*) */

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

{
  int iVar1;
  
  if ((((byte)param_1[0x14f] & 1) == 0) || (*(int *)(this + 0x10) < 1)) {
    return;
  }
  iVar1 = 0;
  if (param_1 != (CBaseEntity *)**(int **)(this + 4)) {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == *(int *)(this + 0x10)) {
        return;
      }
    } while (param_1 != (CBaseEntity *)(*(int **)(this + 4))[iVar1]);
    if (iVar1 < 0) {
      return;
    }
  }
  CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>>::FastRemove
            ((CUtlVector<CBaseEntity*,CUtlMemory<CBaseEntity*,int>> *)(this + 4),iVar1);
  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)