CMatchEventsSubscription::Unsubscribe
0x0005c710 · 256 bytes · __thiscall
_ZN24CMatchEventsSubscription11UnsubscribeEP16IMatchEventsSink
Decompiled
undefined (2 params)
/* CMatchEventsSubscription::Unsubscribe(IMatchEventsSink*) */
void __thiscall
CMatchEventsSubscription::Unsubscribe(CMatchEventsSubscription *this,IMatchEventsSink *param_1)
{
int *piVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
if ((param_1 != (IMatchEventsSink *)0x0) && (0 < *(int *)(this + 0x10))) {
if ((IMatchEventsSink *)**(int **)(this + 4) == param_1) {
iVar3 = 0;
iVar5 = 0;
}
else {
iVar5 = 0;
do {
iVar5 = iVar5 + 1;
if (iVar5 == *(int *)(this + 0x10)) {
return;
}
iVar3 = iVar5 * 4;
} while ((IMatchEventsSink *)(*(int **)(this + 4))[iVar5] != param_1);
if (iVar5 < 0) {
return;
}
}
*(int *)(*(int *)(this + 0x18) + iVar3) = *(int *)(*(int *)(this + 0x18) + iVar3) + -1;
if (*(int *)(*(int *)(this + 0x18) + iVar3) < 1) {
iVar2 = *(int *)(this + 0x10);
iVar4 = (iVar2 - iVar5) + -1;
if (0 < iVar4) {
_V_memmove((void *)(*(int *)(this + 4) + iVar3),(void *)(*(int *)(this + 4) + 4 + iVar5 * 4)
,iVar4 * 4);
iVar2 = *(int *)(this + 0x10);
}
*(int *)(this + 0x10) = iVar2 + -1;
iVar2 = *(int *)(this + 0x24);
iVar4 = (iVar2 - iVar5) + -1;
if (0 < iVar4) {
_V_memmove((void *)(*(int *)(this + 0x18) + iVar3),
(void *)(*(int *)(this + 0x18) + 4 + iVar5 * 4),iVar4 * 4);
iVar2 = *(int *)(this + 0x24);
}
*(int *)(this + 0x24) = iVar2 + -1;
if (0 < *(int *)(this + 0x38)) {
iVar3 = 0;
do {
piVar1 = (int *)(*(int *)(this + 0x2c) + iVar3 * 4);
iVar2 = *piVar1;
if (iVar5 <= iVar2) {
*piVar1 = iVar2 + -1;
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x38));
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.