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 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.