L L4D2node

CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>>::FindAndRemove

0x00689460 · 107 bytes · __thiscall

_ZN10CUtlVectorI7CHandleI14CEnvMicrophoneE10CUtlMemoryIS2_iEE13FindAndRemoveERKS2_

Decompiled

undefined (2 params)

/* CUtlVector<CHandle<CEnvMicrophone>, CUtlMemory<CHandle<CEnvMicrophone>, int>
   >::FindAndRemove(CHandle<CEnvMicrophone> const&) */

undefined4 __thiscall
CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>>::FindAndRemove
          (CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>> *this,
          CHandle *param_1)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = Find(this,param_1);
  uVar2 = 0;
  if (iVar1 != -1) {
    iVar3 = *(int *)(this + 0xc);
    iVar4 = (iVar3 - iVar1) + -1;
    if (0 < iVar4) {
      iVar1 = iVar1 * 4 + 4;
      _V_memmove((void *)(*(int *)this + -4 + iVar1),(void *)(*(int *)this + iVar1),iVar4 * 4);
      iVar3 = *(int *)(this + 0xc);
    }
    *(int *)(this + 0xc) = iVar3 + -1;
    uVar2 = 1;
  }
  return uVar2;
}

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)