L L4D2node

CFuelBarrelPiece::UpdateOnRemove

0x00905450 · 83 bytes · __thiscall

_ZN16CFuelBarrelPiece14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CFuelBarrelPiece::UpdateOnRemove() */

void __thiscall CFuelBarrelPiece::UpdateOnRemove(CFuelBarrelPiece *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x1688);
  if (((uVar1 == 0xffffffff) ||
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
    pCVar2 = (CBaseEntity *)0x0;
  }
  else {
    pCVar2 = *(CBaseEntity **)(puVar3 + 4);
  }
  UTIL_Remove(pCVar2);
  CBreakableProp::UpdateOnRemove((CBreakableProp *)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)