CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>::Unlink
0x005db760 · 166 bytes · __thiscall
_ZN14CUtlLinkedListIN14CResponseQueue17CDeferredResponseEiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tIS1_iEEE6UnlinkEi
Decompiled
undefined (2 params)
/* CUtlLinkedList<CResponseQueue::CDeferredResponse, int, true, int,
CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse, int> > >::Unlink(int) */
void __thiscall
CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
::Unlink(CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
*this,int param_1)
{
int *piVar1;
int iVar2;
int *piVar3;
if (param_1 == 0) {
return;
}
piVar3 = *(int **)(this + 0x20);
if (((piVar3 != (int *)0x0) && (iVar2 = *(int *)(this + 0x24), -1 < iVar2)) && (iVar2 < piVar3[1])
) {
piVar1 = piVar3 + 2;
if (((uint)param_1 < piVar1) || (piVar1 + piVar3[1] * 0x10 <= (uint)param_1)) {
while (piVar3 = (int *)*piVar3, piVar3 != (int *)0x0) {
if ((piVar3 + 2 <= (uint)param_1) &&
((uint)param_1 < (uint)((int)(piVar3 + 2) + piVar3[1] * 0x40))) {
return;
}
}
}
else if ((int)(piVar1 + iVar2 * 0x10) < param_1) {
return;
}
}
if (param_1 == *(int *)(param_1 + 0x38)) {
return;
}
if (*(int *)(param_1 + 0x38) == 0) {
*(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0x3c);
}
else {
*(undefined4 *)(*(int *)(param_1 + 0x38) + 0x3c) = *(undefined4 *)(param_1 + 0x3c);
}
if (*(int *)(param_1 + 0x3c) == 0) {
*(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x38);
}
else {
*(undefined4 *)(*(int *)(param_1 + 0x3c) + 0x38) = *(undefined4 *)(param_1 + 0x38);
}
*(int *)(param_1 + 0x3c) = param_1;
*(int *)(param_1 + 0x38) = param_1;
*(int *)(this + 0x18) = *(int *)(this + 0x18) + -1;
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.