IGameSystem::Remove
0x00468220 · 283 bytes · __cdecl
_ZN11IGameSystem6RemoveEPS_
Decompiled
undefined (1 param)
/* IGameSystem::Remove(IGameSystem*) */
void IGameSystem::Remove(IGameSystem *param_1)
{
int iVar1;
int iVar2;
if (0 < DAT_00f7cd98) {
iVar1 = 0;
if (param_1 != (IGameSystem *)*s_GameSystems) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00f7cd98) goto LAB_00468254;
} while (param_1 != (IGameSystem *)s_GameSystems[iVar1]);
if (iVar1 == -1) goto LAB_00468254;
}
iVar2 = (DAT_00f7cd98 - iVar1) + -1;
if (iVar2 < 1) {
DAT_00f7cd98 = DAT_00f7cd98 + -1;
}
else {
_V_memmove(s_GameSystems + iVar1,s_GameSystems + iVar1 + 1,iVar2 * 4);
DAT_00f7cd98 = DAT_00f7cd98 + -1;
}
}
LAB_00468254:
if (((param_1 == (IGameSystem *)0x0) ||
(iVar1 = __dynamic_cast(param_1,&typeinfo,&IGameSystemPerFrame::typeinfo,0), iVar1 == 0)) ||
(DAT_00f7cd84 < 1)) {
return;
}
iVar1 = 0;
if (param_1 != (IGameSystem *)*s_GameSystemsPerFrame) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00f7cd84) {
return;
}
} while (param_1 != (IGameSystem *)s_GameSystemsPerFrame[iVar1]);
if (iVar1 == -1) {
return;
}
}
iVar2 = (DAT_00f7cd84 - iVar1) + -1;
if (0 < iVar2) {
_V_memmove(s_GameSystemsPerFrame + iVar1,s_GameSystemsPerFrame + iVar1 + 1,iVar2 * 4);
}
DAT_00f7cd84 = DAT_00f7cd84 + -1;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.