CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::FastRemove
0x006d2140 · 44 bytes · __thiscall
_ZN10CUtlVectorI7CHandleI11CBaseEntityE10CUtlMemoryIS2_iEE10FastRemoveEi
Decompiled
undefined (2 params)
/* CUtlVector<CHandle<CBaseEntity>, CUtlMemory<CHandle<CBaseEntity>, int> >::FastRemove(int) */
void __thiscall
CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>>::FastRemove
(CUtlVector<CHandle<CBaseEntity>,CUtlMemory<CHandle<CBaseEntity>,int>> *this,int param_1)
{
int iVar1;
if (0 < *(int *)(this + 0xc)) {
iVar1 = *(int *)(this + 0xc) + -1;
if (iVar1 != param_1) {
*(undefined4 *)(*(int *)this + param_1 * 4) = *(undefined4 *)(*(int *)this + iVar1 * 4);
iVar1 = *(int *)(this + 0xc) + -1;
}
*(int *)(this + 0xc) = iVar1;
}
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.