L L4D2node

FreeContainingEntity

0x006effe0 · 86 bytes · __cdecl

_Z20FreeContainingEntityP7edict_t

Decompiled

undefined (1 param)

/* FreeContainingEntity(edict_t*) */

void FreeContainingEntity(edict_t *param_1)

{
  int *piVar1;
  CBaseEntity *this;
  CBaseEntity *in_stack_ffffffe8;
  
  if ((param_1 != (edict_t *)0x0) && (piVar1 = *(int **)(param_1 + 0xc), piVar1 != (int *)0x0)) {
    this = (CBaseEntity *)(**(code **)(*piVar1 + 0x18))(piVar1);
    if (this != (CBaseEntity *)0x0) {
      *(undefined4 *)(param_1 + 0xc) = 0;
      *(undefined4 *)param_1 = 0;
      CBaseEntity::PhysicsRemoveTouchedList(this);
      CBaseEntity::PhysicsRemoveGroundList(this,in_stack_ffffffe8);
      UTIL_RemoveImmediate(this);
      return;
    }
  }
  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)