L L4D2node

CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove

0x0023e580 · 147 bytes · __thiscall

_ZN10CUtlVectorIy10CUtlMemoryIyiEE17FindAndFastRemoveERKy

Decompiled

undefined (2 params)

/* CUtlVector<unsigned long long, CUtlMemory<unsigned long long, int> >::FindAndFastRemove(unsigned
   long long const&) */

undefined4 __thiscall
CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>>::FindAndFastRemove
          (CUtlVector<unsigned_long_long,CUtlMemory<unsigned_long_long,int>> *this,
          ulonglong *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0xc);
  if (iVar3 < 1) {
    return 0;
  }
  piVar1 = *(int **)this;
  iVar2 = 0;
  if (piVar1[1] != *(int *)((int)param_1 + 4) || *piVar1 != (int)*param_1) {
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar3) {
        return 0;
      }
    } while (piVar1[iVar2 * 2 + 1] != *(int *)((int)param_1 + 4) ||
             piVar1[iVar2 * 2] != (int)*param_1);
    if (iVar2 == -1) {
      return 0;
    }
  }
  iVar3 = iVar3 + -1;
  if (iVar2 != iVar3) {
    piVar1[iVar2 * 2] = piVar1[iVar3 * 2];
    (piVar1 + iVar2 * 2)[1] = (piVar1 + iVar3 * 2)[1];
    iVar3 = *(int *)(this + 0xc) + -1;
  }
  *(int *)(this + 0xc) = iVar3;
  return 1;
}

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)