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 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.