L L4D2node

CUtlVector<Extent,CUtlMemory<Extent,int>>::FastRemove

0x00713970 · 84 bytes · __thiscall

_ZN10CUtlVectorI6Extent10CUtlMemoryIS0_iEE10FastRemoveEi

Decompiled

undefined (2 params)

/* CUtlVector<Extent, CUtlMemory<Extent, int> >::FastRemove(int) */

void __thiscall
CUtlVector<Extent,CUtlMemory<Extent,int>>::FastRemove
          (CUtlVector<Extent,CUtlMemory<Extent,int>> *this,int param_1)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int iVar3;
  
  if (0 < *(int *)(this + 0xc)) {
    iVar3 = *(int *)(this + 0xc) + -1;
    if (iVar3 != param_1) {
      puVar1 = (undefined4 *)(*(int *)this + iVar3 * 0x18);
      puVar2 = (undefined4 *)(*(int *)this + param_1 * 0x18);
      *puVar2 = *puVar1;
      puVar2[1] = puVar1[1];
      puVar2[2] = puVar1[2];
      puVar2[3] = puVar1[3];
      puVar2[4] = puVar1[4];
      puVar2[5] = puVar1[5];
      iVar3 = *(int *)(this + 0xc) + -1;
    }
    *(int *)(this + 0xc) = iVar3;
  }
  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)