L L4D2node

CFogVolume::RemoveFromGlobalList

0x008d0ad0 · 165 bytes · __thiscall

_ZN10CFogVolume20RemoveFromGlobalListEv.part.30

Decompiled

undefined (1 param)

/* CFogVolume::RemoveFromGlobalList() [clone .part.30] */

void __thiscall CFogVolume::RemoveFromGlobalList(CFogVolume *this)

{
  int in_EAX;
  int iVar1;
  int iVar2;
  
  if (DAT_01003e88 < 1) {
    *(undefined1 *)(in_EAX + 0x459) = 0;
    return;
  }
  iVar1 = 0;
  if (in_EAX != *TheFogVolumes) {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == DAT_01003e88) goto LAB_008d0b04;
    } while (in_EAX != TheFogVolumes[iVar1]);
    if (iVar1 == -1) {
LAB_008d0b04:
      *(undefined1 *)(in_EAX + 0x459) = 0;
      return;
    }
  }
  iVar2 = (DAT_01003e88 - iVar1) + -1;
  if (0 < iVar2) {
    _V_memmove(TheFogVolumes + iVar1,TheFogVolumes + iVar1 + 1,iVar2 * 4);
  }
  DAT_01003e88 = DAT_01003e88 + -1;
  *(undefined1 *)(in_EAX + 0x459) = 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)