L L4D2node

CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::FindAndRemove

0x00072890 · 95 bytes · __thiscall

_ZN10CUtlVectorIPN5GCSDK13CSharedObjectE10CUtlMemoryIS2_iEE13FindAndRemoveERKS2_

Decompiled

undefined (2 params)

/* CUtlVector<GCSDK::CSharedObject*, CUtlMemory<GCSDK::CSharedObject*, int>
   >::FindAndRemove(GCSDK::CSharedObject* const&) */

undefined4 __thiscall
CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::FindAndRemove
          (CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *this,
          CSharedObject **param_1)

{
  int iVar1;
  
  if (*(int *)(this + 0xc) < 1) {
    return 0;
  }
  iVar1 = 0;
  if ((CSharedObject *)**(int **)this != *param_1) {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == *(int *)(this + 0xc)) {
        return 0;
      }
    } while ((CSharedObject *)(*(int **)this)[iVar1] != *param_1);
    if (iVar1 == -1) {
      return 0;
    }
  }
  ShiftElementsLeft(this,iVar1,1);
  *(int *)(this + 0xc) = *(int *)(this + 0xc) + -1;
  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)