L L4D2node

CUtlLinkedList<CServerRemoteAccess::ListenerStore_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::ListenerStore_t,int>,int>>::Unlink

0x002107b0 · 128 bytes · __thiscall

_ZN14CUtlLinkedListIN19CServerRemoteAccess15ListenerStore_tEiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEE6UnlinkEi

Decompiled

undefined (2 params)

/* CUtlLinkedList<CServerRemoteAccess::ListenerStore_t, int, false, int,
   CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::ListenerStore_t, int>, int> >::Unlink(int) */

void __thiscall
CUtlLinkedList<CServerRemoteAccess::ListenerStore_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::ListenerStore_t,int>,int>>
::Unlink(CUtlLinkedList<CServerRemoteAccess::ListenerStore_t,int,false,int,CUtlMemory<UtlLinkedListElem_t<CServerRemoteAccess::ListenerStore_t,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;
  }
  iVar2 = param_1 * 0x1c + *(int *)this;
  iVar1 = *(int *)(iVar2 + 0x14);
  if (param_1 != iVar1) {
    if (iVar1 == -1) {
      *(undefined4 *)(this + 0xc) = *(undefined4 *)(iVar2 + 0x18);
      iVar1 = *(int *)(iVar2 + 0x18);
    }
    else {
      *(undefined4 *)(*(int *)this + 0x18 + iVar1 * 0x1c) = *(undefined4 *)(iVar2 + 0x18);
      iVar1 = *(int *)(iVar2 + 0x18);
    }
    if (iVar1 == -1) {
      *(undefined4 *)(this + 0x10) = *(undefined4 *)(iVar2 + 0x14);
    }
    else {
      *(undefined4 *)(iVar1 * 0x1c + *(int *)this + 0x14) = *(undefined4 *)(iVar2 + 0x14);
    }
    *(int *)(iVar2 + 0x18) = param_1;
    *(int *)(iVar2 + 0x14) = param_1;
    *(int *)(this + 0x18) = *(int *)(this + 0x18) + -1;
    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)