CUtlVector<INavAvoidanceObstacle*,CUtlMemory<INavAvoidanceObstacle*,int>>::FindAndFastRemove
0x00745a70 · 84 bytes · __thiscall
_ZN10CUtlVectorIP21INavAvoidanceObstacle10CUtlMemoryIS1_iEE17FindAndFastRemoveERKS1_
Decompiled
undefined (2 params)
/* CUtlVector<INavAvoidanceObstacle*, CUtlMemory<INavAvoidanceObstacle*, int>
>::FindAndFastRemove(INavAvoidanceObstacle* const&) */
undefined4 __thiscall
CUtlVector<INavAvoidanceObstacle*,CUtlMemory<INavAvoidanceObstacle*,int>>::FindAndFastRemove
(CUtlVector<INavAvoidanceObstacle*,CUtlMemory<INavAvoidanceObstacle*,int>> *this,
INavAvoidanceObstacle **param_1)
{
int *piVar1;
int iVar2;
int iVar3;
iVar3 = *(int *)(this + 0xc);
if (iVar3 < 1) {
return 0;
}
piVar1 = *(int **)this;
iVar2 = 0;
if ((INavAvoidanceObstacle *)*piVar1 != *param_1) {
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar3) {
return 0;
}
} while ((INavAvoidanceObstacle *)piVar1[iVar2] != *param_1);
if (iVar2 == -1) {
return 0;
}
}
iVar3 = iVar3 + -1;
if (iVar2 != iVar3) {
piVar1[iVar2] = piVar1[iVar3];
iVar3 = *(int *)(this + 0xc) + -1;
}
*(int *)(this + 0xc) = iVar3;
return 1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.