L L4D2node

CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>::FindAndRemove

0x0040c400 · 122 bytes · __thiscall

_ZN14CUtlLinkedListIP17CBaseCombatWeapontLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE13FindAndRemoveERKS1_

Decompiled

undefined (2 params)

/* CUtlLinkedList<CBaseCombatWeapon*, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*, unsigned short>, unsigned short>
   >::FindAndRemove(CBaseCombatWeapon* const&) */

undefined4 __thiscall
CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
::FindAndRemove(CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
                *this,CBaseCombatWeapon **param_1)

{
  int *piVar1;
  ushort uVar2;
  CBaseCombatWeapon *pCVar3;
  int iVar4;
  
  uVar2 = *(ushort *)(this + 0xc);
  if (uVar2 != 0xffff) {
    iVar4 = (uint)uVar2 * 8;
    piVar1 = (int *)(*(int *)this + iVar4);
    pCVar3 = (CBaseCombatWeapon *)*piVar1;
    while( true ) {
      if (pCVar3 == *param_1) {
        Unlink(this,uVar2);
        *(undefined2 *)(*(int *)this + 6 + iVar4) = *(undefined2 *)(this + 0x10);
        *(ushort *)(this + 0x10) = uVar2;
        return 1;
      }
      uVar2 = *(ushort *)((int)piVar1 + 6);
      if (uVar2 == 0xffff) break;
      iVar4 = (uint)uVar2 * 8;
      piVar1 = (int *)(*(int *)this + iVar4);
      pCVar3 = (CBaseCombatWeapon *)*piVar1;
    }
  }
  return 0;
}

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)