CLagCompensationManager::RemoveAdditionalEntity
0x007cc4a0 · 128 bytes · __thiscall
_ZN23CLagCompensationManager22RemoveAdditionalEntityEP11CBaseEntity
Decompiled
undefined (2 params)
/* CLagCompensationManager::RemoveAdditionalEntity(CBaseEntity*) */
void __thiscall
CLagCompensationManager::RemoveAdditionalEntity(CLagCompensationManager *this,CBaseEntity *param_1)
{
ushort uVar1;
undefined4 *puVar2;
undefined4 local_20 [4];
local_20[0] = 0xffffffff;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
local_20[0] = *puVar2;
}
uVar1 = CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
::Find((CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
*)(this + 0x58),(CHandle *)local_20);
if (uVar1 != 0xffff) {
CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
::Unlink((CUtlRBTree<CHandle<CBaseEntity>,unsigned_short,bool(*)(CHandle<CBaseEntity>const&,CHandle<CBaseEntity>const&),CUtlMemory<UtlRBTreeNode_t<CHandle<CBaseEntity>,unsigned_short>,unsigned_short>>
*)(this + 0x58),uVar1);
*(ushort *)(*(int *)(this + 0x5c) + (uint)uVar1 * 0xc) = uVar1;
*(undefined2 *)(*(int *)(this + 0x5c) + 2 + (uint)uVar1 * 0xc) = *(undefined2 *)(this + 0x6c);
*(short *)(this + 0x6a) = *(short *)(this + 0x6a) + -1;
*(ushort *)(this + 0x6c) = uVar1;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.