L L4D2node

GCSDK::CSharedObjectTypeCache::RemoveObject

0x00071ce0 · 89 bytes · __thiscall

_ZN5GCSDK22CSharedObjectTypeCache12RemoveObjectERKNS_13CSharedObjectE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectTypeCache::RemoveObject(GCSDK::CSharedObject const&) */

void __thiscall
GCSDK::CSharedObjectTypeCache::RemoveObject(CSharedObjectTypeCache *this,CSharedObject *param_1)

{
  int *piVar1;
  int iVar2;
  
  iVar2 = FindSharedObjectIndex(this,param_1);
  if ((-1 < iVar2) && (iVar2 < *(int *)(this + 0x10))) {
    piVar1 = *(int **)(*(int *)(this + 4) + iVar2 * 4);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 4))(piVar1);
    }
    CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::ShiftElementsLeft
              ((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)(this + 4)
               ,iVar2,1);
    *(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
  }
  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)