L L4D2node

UTIL_Remove

0x00b29910 · 123 bytes · __cdecl

_Z11UTIL_RemoveP18IServerNetworkable

Decompiled

undefined (1 param)

/* UTIL_Remove(IServerNetworkable*) */

void UTIL_Remove(IServerNetworkable *param_1)

{
  char cVar1;
  int *piVar2;
  
  if (param_1 != (IServerNetworkable *)0x0) {
    cVar1 = CServerNetworkProperty::IsMarkedForDeletion((CServerNetworkProperty *)param_1);
    if (cVar1 == '\0') {
      cVar1 = PhysIsInCallback();
      if (cVar1 != '\0') {
        PhysCallbackRemove(param_1);
        return;
      }
      CServerNetworkProperty::MarkForDeletion((CServerNetworkProperty *)param_1);
      piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x1c))(param_1);
      if (piVar2 != (int *)0x0) {
        g_bReceivedChainedUpdateOnRemove = 0;
        (**(code **)(*piVar2 + 0x1d0))(piVar2);
        piVar2[0x55] = 0;
      }
      CGlobalEntityList::AddToDeleteList((CGlobalEntityList *)gEntList,param_1);
    }
  }
  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)