L L4D2node

FindAndRemoveExecutionMarker

0x00117780 · 101 bytes · __regparm3

_ZL28FindAndRemoveExecutionMarkeri

Decompiled

undefined (1 param)

/* FindAndRemoveExecutionMarker(int) */

undefined4 __regparm3 FindAndRemoveExecutionMarker(int param_1)

{
  int iVar1;
  
  if (DAT_003887e0 < 1) {
    return 0;
  }
  iVar1 = 0;
  if (*g_ExecutionMarkers != param_1) {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == DAT_003887e0) {
        return 0;
      }
    } while (g_ExecutionMarkers[iVar1] != param_1);
    if (iVar1 == -1) {
      return 0;
    }
  }
  CUtlVector<int,CUtlMemory<int,int>>::ShiftElementsLeft
            ((CUtlVector<int,CUtlMemory<int,int>> *)&g_ExecutionMarkers,iVar1,1);
  DAT_003887e0 = DAT_003887e0 + -1;
  return 1;
}

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)