L L4D2node

CLogicBranchList::Input_OnLogicBranchRemoved

0x006ebd30 · 129 bytes · __thiscall

_ZN16CLogicBranchList26Input_OnLogicBranchRemovedER11inputdata_t

Decompiled

undefined (2 params)

/* CLogicBranchList::Input_OnLogicBranchRemoved(inputdata_t&) */

void __thiscall
CLogicBranchList::Input_OnLogicBranchRemoved(CLogicBranchList *this,inputdata_t *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  undefined4 local_10;
  
  local_10 = 0xffffffff;
  piVar1 = *(int **)param_1;
  if (piVar1 != (int *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
    local_10 = *puVar2;
  }
  iVar3 = CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::Find
                    ((CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *)
                     (this + 0x480),(CHandle *)&local_10);
  if ((iVar3 != -1) && (0 < *(int *)(this + 0x48c))) {
    iVar4 = *(int *)(this + 0x48c) + -1;
    if (iVar3 != iVar4) {
      *(undefined4 *)(*(int *)(this + 0x480) + iVar3 * 4) =
           *(undefined4 *)(*(int *)(this + 0x480) + iVar4 * 4);
      iVar4 = *(int *)(this + 0x48c) + -1;
    }
    *(int *)(this + 0x48c) = iVar4;
  }
  DoTest(this,*(CBaseEntity **)param_1);
  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)