L L4D2node

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 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)