L L4D2node

CLogicBranch::UpdateOnRemove

0x006e7fe0 · 167 bytes · __thiscall

_ZN12CLogicBranch14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CLogicBranch::UpdateOnRemove() */

void __thiscall CLogicBranch::UpdateOnRemove(CLogicBranch *this)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x450)) {
    do {
      while ((((uVar1 = *(uint *)(*(int *)(this + 0x444) + iVar3 * 4), uVar1 != 0xffffffff &&
               (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0))) {
        iVar3 = iVar3 + 1;
        CEventQueue::AddEvent
                  ((CEventQueue *)g_EventQueue,(CBaseEntity *)this,"_OnLogicBranchRemoved",0.0,
                   (CBaseEntity *)this,(CBaseEntity *)this,0);
        if (*(int *)(this + 0x450) <= iVar3) goto LAB_006e807d;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x450));
  }
LAB_006e807d:
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  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)