L L4D2node

CDirectorChallengeMode::RemoveScriptSpawnedEntities

0x0089a940 · 118 bytes · __thiscall

_ZN22CDirectorChallengeMode27RemoveScriptSpawnedEntitiesEv

Decompiled

undefined (1 param)

/* CDirectorChallengeMode::RemoveScriptSpawnedEntities() */

void __thiscall CDirectorChallengeMode::RemoveScriptSpawnedEntities(CDirectorChallengeMode *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  int iVar4;
  
  iVar4 = 0;
  if (0 < *(int *)(this + 0x154)) {
    do {
      pCVar2 = (CBaseEntity *)0x0;
      uVar1 = *(uint *)(*(int *)(this + 0x148) + iVar4 * 4);
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        pCVar2 = *(CBaseEntity **)(puVar3 + 4);
      }
      iVar4 = iVar4 + 1;
      UTIL_Remove(pCVar2);
    } while (iVar4 < *(int *)(this + 0x154));
  }
  *(undefined4 *)(this + 0x154) = 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)