WeaponManager_RemoveManaged
0x006d1980 · 332 bytes · __cdecl
_Z27WeaponManager_RemoveManagedP11CBaseEntity
Decompiled
undefined (1 param)
/* WeaponManager_RemoveManaged(CBaseEntity*) */
void WeaponManager_RemoveManaged(CBaseEntity *param_1)
{
int *piVar1;
uint uVar2;
int iVar3;
uint uVar4;
uint *puVar5;
int iVar6;
undefined *puVar7;
int iVar8;
int iVar9;
iVar9 = 0;
if (0 < DAT_00fe3594) {
LAB_006d19af:
do {
if (*(int *)(*(int *)(g_Managers + iVar9 * 4) + 0x440) == *(int *)(param_1 + 0x7c)) {
puVar5 = (uint *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar2 = *puVar5;
iVar3 = *(int *)(g_Managers + iVar9 * 4);
if (0 < *(int *)(iVar3 + 0x45c)) {
piVar1 = (int *)(g_pEntityList + (uVar2 & 0xfff) * 0x10 + 4);
iVar6 = 0;
do {
iVar8 = 0;
if (uVar2 != 0xffffffff) {
if (piVar1 == (int *)0x0) {
iVar8 = 0;
}
else if (piVar1[1] == uVar2 >> 0xc) {
iVar8 = *piVar1;
}
}
uVar4 = *(uint *)(*(int *)(iVar3 + 0x450) + iVar6 * 4);
if (((uVar4 == 0xffffffff) ||
(puVar7 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar7 == (undefined *)0xfffffffc)
) || (*(uint *)(puVar7 + 8) != uVar4 >> 0xc)) {
if (iVar8 == 0) goto LAB_006d1a90;
}
else if (iVar8 == *(int *)(puVar7 + 4)) {
LAB_006d1a90:
iVar9 = iVar9 + 1;
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::FastRemove
((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
(iVar3 + 0x450),iVar6);
if (DAT_00fe3594 <= iVar9) {
return;
}
goto LAB_006d19af;
}
iVar6 = iVar6 + 1;
} while (iVar6 != *(int *)(iVar3 + 0x45c));
}
}
iVar9 = iVar9 + 1;
} while (iVar9 < DAT_00fe3594);
}
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.