L L4D2node

CLogicNavigation::UpdateOnRemove

0x006ef680 · 54 bytes · __thiscall

_ZN16CLogicNavigation14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CLogicNavigation::UpdateOnRemove() */

void __thiscall CLogicNavigation::UpdateOnRemove(CLogicNavigation *this)

{
  if (this[0x444] != (CLogicNavigation)0x0) {
    CGlobalEntityList::RemoveListenerEntity((IEntityListener *)gEntList);
  }
  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)