L L4D2node

UTIL_RemoveImmediate

0x00b299e0 · 105 bytes · __cdecl

_Z20UTIL_RemoveImmediateP11CBaseEntity

Decompiled

undefined (1 param)

/* UTIL_RemoveImmediate(CBaseEntity*) */

void UTIL_RemoveImmediate(CBaseEntity *param_1)

{
  if ((param_1 != (CBaseEntity *)0x0) && ((*(uint *)(param_1 + 0x14c) & 1) == 0)) {
    if (s_RemoveImmediateSemaphore != 0) {
      UTIL_Remove((IServerNetworkable *)(param_1 + 0x24));
      return;
    }
    g_bReceivedChainedUpdateOnRemove = 0;
    *(uint *)(param_1 + 0x14c) = *(uint *)(param_1 + 0x14c) | 1;
    (**(code **)(*(int *)param_1 + 0x1d0))(param_1);
    g_bDisableEhandleAccess = 1;
    (**(code **)(*(int *)param_1 + 4))(param_1);
    g_bDisableEhandleAccess = 0;
  }
  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)