L L4D2node

PhysCallbackRemove

0x0077eae0 · 54 bytes · __cdecl

_Z18PhysCallbackRemoveP18IServerNetworkable

Decompiled

undefined (1 param)

/* PhysCallbackRemove(IServerNetworkable*) */

void PhysCallbackRemove(IServerNetworkable *param_1)

{
  char cVar1;
  
  cVar1 = PhysIsInCallback();
  if (cVar1 == '\0') {
    UTIL_Remove(param_1);
    return;
  }
  CCollisionEvent::AddRemoveObject((CCollisionEvent *)g_Collisions,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)