CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::FastRemove
0x005f96f0 · 71 bytes · __thiscall
_ZN10CUtlVectorI14Relationship_t10CUtlMemoryIS0_iEE10FastRemoveEi
Decompiled
undefined (2 params)
/* CUtlVector<Relationship_t, CUtlMemory<Relationship_t, int> >::FastRemove(int) */
void __thiscall
CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>>::FastRemove
(CUtlVector<Relationship_t,CUtlMemory<Relationship_t,int>> *this,int param_1)
{
undefined4 *puVar1;
int iVar2;
undefined4 *puVar3;
if (0 < *(int *)(this + 0xc)) {
iVar2 = *(int *)(this + 0xc) + -1;
if (iVar2 != param_1) {
puVar3 = (undefined4 *)(iVar2 * 0x10 + *(int *)this);
puVar1 = (undefined4 *)(param_1 * 0x10 + *(int *)this);
*puVar1 = *puVar3;
puVar1[1] = puVar3[1];
puVar1[2] = puVar3[2];
puVar1[3] = puVar3[3];
iVar2 = *(int *)(this + 0xc) + -1;
}
*(int *)(this + 0xc) = iVar2;
}
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.