L L4D2node

CMessageEntity::UpdateOnRemove

0x006f5260 · 271 bytes · __thiscall

_ZN14CMessageEntity14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CMessageEntity::UpdateOnRemove() */

void __thiscall CMessageEntity::UpdateOnRemove(CMessageEntity *this)

{
  int *piVar1;
  uint uVar2;
  uint *puVar3;
  int iVar4;
  undefined *puVar5;
  int iVar6;
  uint local_20;
  
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  local_20 = 0xffffffff;
  if (this != (CMessageEntity *)0x0) {
    puVar3 = (uint *)(**(code **)(*(int *)this + 0xc))(this);
    local_20 = *puVar3;
  }
  if (0 < DAT_00fe5624) {
    piVar1 = (int *)(g_pEntityList + (local_20 & 0xfff) * 0x10 + 4);
    iVar4 = 0;
    do {
      iVar6 = 0;
      if (local_20 != 0xffffffff) {
        if (piVar1 == (int *)0x0) {
          iVar6 = 0;
        }
        else if (piVar1[1] == local_20 >> 0xc) {
          iVar6 = *piVar1;
        }
      }
      uVar2 = *(uint *)(g_MessageEntities + iVar4 * 4);
      if (((uVar2 == 0xffffffff) ||
          (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) {
        if (iVar6 == 0) goto LAB_006f5340;
      }
      else if (iVar6 == *(int *)(puVar5 + 4)) {
LAB_006f5340:
        CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>::
        ShiftElementsLeft((CUtlVector<CHandle<CMessageEntity>,CUtlMemory<CHandle<CMessageEntity>,int>>
                           *)&g_MessageEntities,iVar4,1);
        DAT_00fe5624 = DAT_00fe5624 + -1;
        break;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != DAT_00fe5624);
  }
  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)