L L4D2node

CSoundControllerImp::RemoveFromList

0x004be720 · 147 bytes · __thiscall

_ZN19CSoundControllerImp14RemoveFromListEP11CSoundPatch

Decompiled

undefined (2 params)

/* CSoundControllerImp::RemoveFromList(CSoundPatch*) */

void __thiscall CSoundControllerImp::RemoveFromList(CSoundControllerImp *this,CSoundPatch *param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = *(int *)(this + 0x1c);
  if (iVar1 < 1) {
LAB_004be754:
    iVar1 = *(int *)(param_1 + 0x58);
  }
  else {
    piVar2 = *(int **)(this + 0x10);
    iVar3 = 0;
    if ((CSoundPatch *)*piVar2 != param_1) {
      do {
        iVar3 = iVar3 + 1;
        if (iVar3 == iVar1) goto LAB_004be754;
      } while ((CSoundPatch *)piVar2[iVar3] != param_1);
      if (iVar3 == -1) goto LAB_004be754;
    }
    iVar4 = (iVar1 - iVar3) + -1;
    if (iVar4 < 1) {
      *(int *)(this + 0x1c) = iVar1 + -1;
    }
    else {
      _V_memmove(piVar2 + iVar3,piVar2 + iVar3 + 1,iVar4 * 4);
      *(int *)(this + 0x1c) = *(int *)(this + 0x1c) + -1;
    }
    iVar1 = *(int *)(param_1 + 0x58);
  }
  if (iVar1 == 0) {
    return;
  }
  CSoundPatch::Shutdown((CSoundPatch *)this);
  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)