CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>::RemoveAt
0x00223b90 · 195 bytes · __thiscall
_ZN17CUtlPriorityQueueIP16UGCFileRequest_t28CDefUtlPriorityQueueLessFuncIS1_E10CUtlMemoryIS1_iEE8RemoveAtEi
Decompiled
undefined (2 params)
/* CUtlPriorityQueue<UGCFileRequest_t*, CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,
CUtlMemory<UGCFileRequest_t*, int> >::RemoveAt(int) */
void __thiscall
CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
::RemoveAt(CUtlPriorityQueue<UGCFileRequest_t*,CDefUtlPriorityQueueLessFunc<UGCFileRequest_t*>,CUtlMemory<UGCFileRequest_t*,int>>
*this,int param_1)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
char cVar7;
CUtlVector<UGCFileRequest_t*,CUtlMemory<UGCFileRequest_t*,int>>::FastRemove
((CUtlVector<UGCFileRequest_t*,CUtlMemory<UGCFileRequest_t*,int>> *)this,param_1);
iVar4 = *(int *)(this + 0xc);
if (iVar4 != 0) {
while (param_1 < iVar4 / 2) {
iVar3 = param_1 * 2 + 2;
iVar1 = param_1 * 2 + 1;
iVar6 = param_1;
if ((iVar1 < iVar4) &&
(cVar7 = (**(code **)(this + 0x14))(*(int *)this + param_1 * 4,*(int *)this + iVar1 * 4),
iVar6 = iVar1, cVar7 == '\0')) {
iVar6 = param_1;
}
if ((iVar3 < iVar4) &&
(cVar7 = (**(code **)(this + 0x14))(*(int *)this + iVar6 * 4,*(int *)this + iVar3 * 4),
cVar7 != '\0')) {
iVar6 = iVar3;
}
if (iVar6 == param_1) {
return;
}
puVar2 = (undefined4 *)(*(int *)this + param_1 * 4);
uVar5 = *puVar2;
*puVar2 = *(undefined4 *)(*(int *)this + iVar6 * 4);
*(undefined4 *)(*(int *)this + iVar6 * 4) = uVar5;
param_1 = iVar6;
}
}
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.