L L4D2node

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 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)