L L4D2node

CSceneEntity::UpdateOnRemove

0x008161b0 · 58 bytes · __thiscall

_ZN12CSceneEntity14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CSceneEntity::UpdateOnRemove() */

void __thiscall CSceneEntity::UpdateOnRemove(CSceneEntity *this)

{
  int iVar1;
  CSceneManager *this_00;
  
  UnloadScene(this);
  CBaseEntity::UpdateOnRemove((CBaseEntity *)this);
  iVar1 = GetSceneManager();
  if (iVar1 != 0) {
    this_00 = (CSceneManager *)GetSceneManager();
    CSceneManager::RemoveSceneEntity(this_00,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)