CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>::Unlink
0x005c14d0 · 132 bytes · __thiscall
_ZN14CUtlLinkedListI11CAI_ConcepttLb0Ej10CUtlMemoryI19UtlLinkedListElem_tIS0_tEjEE6UnlinkEj
Decompiled
undefined (2 params)
/* CUtlLinkedList<CAI_Concept, unsigned short, false, unsigned int,
CUtlMemory<UtlLinkedListElem_t<CAI_Concept, unsigned short>, unsigned int> >::Unlink(unsigned
int) */
void __thiscall
CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
::Unlink(CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
*this,uint param_1)
{
int iVar1;
ushort uVar2;
if ((int)param_1 < 0) {
return;
}
if (*(int *)(this + 4) <= (int)param_1) {
return;
}
if (*(uint *)(this + 0x20) < param_1) {
return;
}
iVar1 = *(int *)this + param_1 * 0xc;
uVar2 = *(ushort *)(iVar1 + 8);
if (param_1 != uVar2) {
if (uVar2 == 0xffff) {
*(uint *)(this + 0xc) = (uint)*(ushort *)(iVar1 + 10);
uVar2 = *(ushort *)(iVar1 + 10);
}
else {
*(undefined2 *)(*(int *)this + 10 + (uint)uVar2 * 0xc) = *(undefined2 *)(iVar1 + 10);
uVar2 = *(ushort *)(iVar1 + 10);
}
if (uVar2 == 0xffff) {
*(uint *)(this + 0x10) = (uint)*(ushort *)(iVar1 + 8);
}
else {
*(undefined2 *)(*(int *)this + (uint)uVar2 * 0xc + 8) = *(undefined2 *)(iVar1 + 8);
}
*(short *)(iVar1 + 10) = (short)param_1;
*(short *)(iVar1 + 8) = (short)param_1;
*(int *)(this + 0x18) = *(int *)(this + 0x18) + -1;
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.