CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>::Unlink
0x0014b4f0 · 115 bytes · __thiscall
_ZN14CUtlLinkedListIP13CDTIRecvTableiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEE6UnlinkEi
Decompiled
undefined (2 params)
/* CUtlLinkedList<CDTIRecvTable*, int, false, int, CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,
int>, int> >::Unlink(int) */
void __thiscall
CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
::Unlink(CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
*this,int param_1)
{
int iVar1;
int iVar2;
if (param_1 < 0) {
return;
}
if (*(int *)(this + 4) <= param_1) {
return;
}
if (*(int *)(this + 0x20) < param_1) {
return;
}
iVar1 = *(int *)this + param_1 * 0xc;
iVar2 = *(int *)(iVar1 + 4);
if (param_1 != iVar2) {
if (iVar2 == -1) {
*(undefined4 *)(this + 0xc) = *(undefined4 *)(iVar1 + 8);
iVar2 = *(int *)(iVar1 + 8);
}
else {
*(undefined4 *)(*(int *)this + 8 + iVar2 * 0xc) = *(undefined4 *)(iVar1 + 8);
iVar2 = *(int *)(iVar1 + 8);
}
if (iVar2 == -1) {
*(undefined4 *)(this + 0x10) = *(undefined4 *)(iVar1 + 4);
}
else {
*(undefined4 *)(*(int *)this + iVar2 * 0xc + 4) = *(undefined4 *)(iVar1 + 4);
}
*(int *)(iVar1 + 8) = param_1;
*(int *)(iVar1 + 4) = param_1;
*(int *)(this + 0x18) = *(int *)(this + 0x18) + -1;
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.