L L4D2node

GCSDK::CColumnSet::BRemoveColumn

0x00091e50 · 121 bytes · __thiscall

_ZN5GCSDK10CColumnSet13BRemoveColumnEi

Decompiled

undefined (2 params)

/* GCSDK::CColumnSet::BRemoveColumn(int) */

undefined4 __thiscall GCSDK::CColumnSet::BRemoveColumn(CColumnSet *this,int param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = *(int *)(this + 0xc);
  if (iVar3 < 1) {
    return 0;
  }
  piVar1 = *(int **)this;
  iVar2 = 0;
  if (*piVar1 != param_1) {
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar3) {
        return 0;
      }
    } while (piVar1[iVar2] != param_1);
    if (iVar2 < 0) {
      return 0;
    }
  }
  iVar4 = (iVar3 - iVar2) + -1;
  if (0 < iVar4) {
    _V_memmove(piVar1 + iVar2,piVar1 + iVar2 + 1,iVar4 * 4);
    iVar3 = *(int *)(this + 0xc);
  }
  *(int *)(this + 0xc) = iVar3 + -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)