CUtlMultiList<watcher_t,unsigned_short>::Remove
0x0047bdc0 · 104 bytes · __thiscall
_ZN13CUtlMultiListI9watcher_ttE6RemoveEtt
Decompiled
undefined (3 params)
/* CUtlMultiList<watcher_t, unsigned short>::Remove(unsigned short, unsigned short) */
void __thiscall
CUtlMultiList<watcher_t,unsigned_short>::Remove
(CUtlMultiList<watcher_t,unsigned_short> *this,ushort param_1,ushort param_2)
{
uint uVar1;
int iVar2;
uVar1 = (uint)param_2;
if ((int)uVar1 < *(int *)(this + 0x30)) {
iVar2 = *(int *)this + uVar1 * 0xc;
if (param_2 != *(ushort *)(iVar2 + 8)) {
Unlink(this,param_1,param_2);
iVar2 = *(int *)this + uVar1 * 0xc;
}
}
else {
iVar2 = *(int *)this + uVar1 * 0xc;
}
*(undefined2 *)(iVar2 + 10) = *(undefined2 *)(this + 0x2c);
*(short *)(this + 0x2e) = *(short *)(this + 0x2e) + -1;
*(ushort *)(this + 0x2c) = param_2;
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.