L L4D2node

CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink

0x0024a560 · 196 bytes · __thiscall

_ZN13CUtlMultiListIN16CDataManagerBase22resource_lru_element_tEtE6UnlinkEtt

Decompiled

undefined (3 params)

/* CUtlMultiList<CDataManagerBase::resource_lru_element_t, unsigned short>::Unlink(unsigned short,
   unsigned short) */

void __thiscall
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
          (CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *this,
          ushort param_1,ushort param_2)

{
  short *psVar1;
  int iVar2;
  ushort uVar3;
  int iVar4;
  uint uVar5;
  
  uVar5 = (uint)param_2;
  if (*(int *)(this + 0x30) <= (int)uVar5) {
    return;
  }
  iVar2 = *(int *)this + uVar5 * 0xc;
  uVar3 = *(ushort *)(iVar2 + 8);
  if (param_2 != uVar3) {
    if (uVar3 == 0xffff) {
      iVar4 = (uint)param_1 * 10;
      *(undefined2 *)(*(int *)(this + 0xc) + iVar4) = *(undefined2 *)(iVar2 + 10);
      uVar3 = *(ushort *)(iVar2 + 10);
    }
    else {
      *(undefined2 *)(*(int *)this + 10 + (uint)uVar3 * 0xc) = *(undefined2 *)(iVar2 + 10);
      uVar3 = *(ushort *)(iVar2 + 10);
      iVar4 = (uint)param_1 * 10;
    }
    if (uVar3 == 0xffff) {
      *(undefined2 *)(*(int *)(this + 0xc) + 2 + iVar4) = *(undefined2 *)(iVar2 + 8);
    }
    else {
      *(undefined2 *)(*(int *)this + (uint)uVar3 * 0xc + 8) = *(undefined2 *)(iVar2 + 8);
    }
    *(ushort *)(iVar2 + 10) = param_2;
    *(ushort *)(iVar2 + 8) = param_2;
    psVar1 = (short *)(iVar4 + *(int *)(this + 0xc) + 4);
    *psVar1 = *psVar1 + -1;
    if (*(int *)(this + 0x28) != 0) {
      *(undefined2 *)(*(int *)(this + 0x28) + uVar5 * 2) = 0xffff;
    }
    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)