L L4D2node

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 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)