L L4D2node

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 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)