CTimedEventMgr::RemoveEvent
0x00b080e0 · 68 bytes · __thiscall
_ZN14CTimedEventMgr11RemoveEventEP14CEventRegister.part.23
Decompiled
undefined (2 params)
/* CTimedEventMgr::RemoveEvent(CEventRegister*) [clone .part.23] */
void __thiscall CTimedEventMgr::RemoveEvent(CTimedEventMgr *this,CEventRegister *param_1)
{
CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
*in_EAX;
int iVar1;
int in_EDX;
if (*(int *)(in_EAX + 0xc) < 1) {
return;
}
iVar1 = 0;
if (**(int **)in_EAX == in_EDX) {
iVar1 = 0;
}
else {
do {
iVar1 = iVar1 + 1;
if (iVar1 == *(int *)(in_EAX + 0xc)) {
return;
}
} while ((*(int **)in_EAX)[iVar1] != in_EDX);
}
CUtlPriorityQueue<CEventRegister*,CDefUtlPriorityQueueLessFunc<CEventRegister*>,CUtlMemory<CEventRegister*,int>>
::RemoveAt(in_EAX,iVar1);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.