CUtlVector<CNavLadder*,CUtlMemory<CNavLadder*,int>>::FindAndRemove
0x007138d0 · 137 bytes · __thiscall
_ZN10CUtlVectorIP10CNavLadder10CUtlMemoryIS1_iEE13FindAndRemoveERKS1_
Decompiled
undefined (2 params)
/* CUtlVector<CNavLadder*, CUtlMemory<CNavLadder*, int> >::FindAndRemove(CNavLadder* const&) */
undefined4 __thiscall
CUtlVector<CNavLadder*,CUtlMemory<CNavLadder*,int>>::FindAndRemove
(CUtlVector<CNavLadder*,CUtlMemory<CNavLadder*,int>> *this,CNavLadder **param_1)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
iVar1 = *(int *)(this + 0xc);
if (iVar1 < 1) {
return 0;
}
piVar2 = *(int **)this;
iVar3 = 0;
if ((CNavLadder *)*piVar2 != *param_1) {
do {
iVar3 = iVar3 + 1;
if (iVar3 == iVar1) {
return 0;
}
} while ((CNavLadder *)piVar2[iVar3] != *param_1);
if (iVar3 == -1) {
return 0;
}
}
iVar4 = (iVar1 - iVar3) + -1;
if (iVar4 < 1) {
*(int *)(this + 0xc) = iVar1 + -1;
}
else {
_V_memmove(piVar2 + iVar3,piVar2 + iVar3 + 1,iVar4 * 4);
*(int *)(this + 0xc) = *(int *)(this + 0xc) + -1;
}
return 1;
}
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
DHooks plugin example
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