L L4D2node

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 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)