L L4D2node

CEntityFactoryDictionary::Destroy

0x00b278d0 · 73 bytes · __cdecl

_ZN24CEntityFactoryDictionary7DestroyEPKcP18IServerNetworkable

Decompiled

undefined (2 params)

/* CEntityFactoryDictionary::Destroy(char const*, IServerNetworkable*) */

void CEntityFactoryDictionary::Destroy(char *param_1,IServerNetworkable *param_2)

{
  int *piVar1;
  
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0xc))(param_1,param_2);
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00b27902. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 4))();
    return;
  }
  DevWarning("Attempted to destroy unknown entity type %s!\n");
  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)