L L4D2node

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 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)