L L4D2node

Test_RemoveAllRandomEntities

0x00af3f10 · 110 bytes · unknown

_Z28Test_RemoveAllRandomEntitiesv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Test_RemoveAllRandomEntities() */

void Test_RemoveAllRandomEntities(void)

{
  uint uVar1;
  undefined *puVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < DAT_0102ca10) {
    do {
      while ((((uVar1 = *(uint *)(g_StressEntities + iVar3 * 4), uVar1 != 0xffffffff &&
               (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc))
              && (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
             (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0))) {
        iVar3 = iVar3 + 1;
        UTIL_Remove(*(CBaseEntity **)(puVar2 + 4));
        if (DAT_0102ca10 <= iVar3) {
          return;
        }
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_0102ca10);
  }
  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)