CHLTVDirector::RemoveEventsFromHistory
0x006dbd00 · 223 bytes · __thiscall
_ZN13CHLTVDirector23RemoveEventsFromHistoryEi
Decompiled
undefined (2 params)
/* CHLTVDirector::RemoveEventsFromHistory(int) */
void __thiscall CHLTVDirector::RemoveEventsFromHistory(CHLTVDirector *this,int param_1)
{
CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
*this_00;
uint uVar1;
int iVar2;
ushort uVar3;
this_00 = (CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
*)(this + 0x1d0);
uVar1 = CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::FirstInorder(this_00);
do {
uVar1 = uVar1 & 0xffff;
if (uVar1 == 0xffff) {
return;
}
while( true ) {
iVar2 = *(int *)(this + 0x1d4) + uVar1 * 0x14;
uVar3 = (ushort)uVar1;
if ((*(int *)(iVar2 + 8) < param_1) || (param_1 == -1)) break;
uVar1 = CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::NextInorder(this_00,uVar3);
uVar1 = uVar1 & 0xffff;
if (uVar1 == 0xffff) {
return;
}
}
(**(code **)(*gameeventmanager + 0x2c))(gameeventmanager,*(undefined4 *)(iVar2 + 0x10));
*(undefined4 *)(iVar2 + 0x10) = 0;
CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::Unlink(this_00,uVar3);
*(ushort *)(*(int *)(this + 0x1d4) + uVar1 * 0x14) = uVar3;
*(undefined2 *)(*(int *)(this + 0x1d4) + 2 + uVar1 * 0x14) = *(undefined2 *)(this + 0x1e4);
*(short *)(this + 0x1e2) = *(short *)(this + 0x1e2) + -1;
*(ushort *)(this + 0x1e4) = uVar3;
uVar1 = CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
::FirstInorder(this_00);
} while( true );
}
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.