L L4D2node

NextBotManager::UnRegister

0x0075a170 · 78 bytes · __thiscall

_ZN14NextBotManager10UnRegisterEP8INextBot

Decompiled

undefined (2 params)

/* NextBotManager::UnRegister(INextBot*) */

void __thiscall NextBotManager::UnRegister(NextBotManager *this,INextBot *param_1)

{
  ushort uVar1;
  
  uVar1 = *(ushort *)(param_1 + 8);
  CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
  ::Unlink((CUtlLinkedList<INextBot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<INextBot*,unsigned_short>,unsigned_short>>
            *)(this + 4),uVar1);
  *(undefined2 *)(*(int *)(this + 4) + 6 + (uint)uVar1 * 8) = *(undefined2 *)(this + 0x14);
  *(ushort *)(this + 0x14) = uVar1;
  if (*(INextBot **)(this + 0x4c) != param_1) {
    return;
  }
  *(undefined4 *)(this + 0x4c) = 0;
  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)