CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>::Unlink
0x001e3d80 · 146 bytes · __thiscall
_ZN14CUtlLinkedListI12EntityInfo_ttLb0Et15CUtlMemoryStackI19UtlLinkedListElem_tIS0_tEtLj65535ELj1024ELj0EEE6UnlinkEt
Decompiled
undefined (2 params)
/* CUtlLinkedList<EntityInfo_t, unsigned short, false, unsigned short,
CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t, unsigned short>, unsigned short, 65535u, 1024u,
0u> >::Unlink(unsigned short) */
void __thiscall
CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
::Unlink(CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
*this,ushort param_1)
{
ushort uVar1;
int iVar2;
if (*(int *)(this + 0x1c) <= (int)(uint)param_1) {
return;
}
if (param_1 <= *(ushort *)(this + 0x2a)) {
iVar2 = (uint)param_1 * 0x34 + *(int *)(this + 0xc);
uVar1 = *(ushort *)(iVar2 + 0x30);
if (param_1 != uVar1) {
if (uVar1 == 0xffff) {
*(undefined2 *)(this + 0x20) = *(undefined2 *)(iVar2 + 0x32);
uVar1 = *(ushort *)(iVar2 + 0x32);
}
else {
*(undefined2 *)(*(int *)(this + 0xc) + 0x32 + (uint)uVar1 * 0x34) =
*(undefined2 *)(iVar2 + 0x32);
uVar1 = *(ushort *)(iVar2 + 0x32);
}
if (uVar1 == 0xffff) {
*(undefined2 *)(this + 0x22) = *(undefined2 *)(iVar2 + 0x30);
}
else {
*(undefined2 *)((uint)uVar1 * 0x34 + *(int *)(this + 0xc) + 0x30) =
*(undefined2 *)(iVar2 + 0x30);
}
*(ushort *)(iVar2 + 0x32) = param_1;
*(ushort *)(iVar2 + 0x30) = param_1;
*(short *)(this + 0x26) = *(short *)(this + 0x26) + -1;
return;
}
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.