L L4D2node

NextBotManager::DebugFilterRemove

0x0075a380 · 98 bytes · __thiscall

_ZN14NextBotManager17DebugFilterRemoveEi

Decompiled

undefined (2 params)

/* NextBotManager::DebugFilterRemove(int) */

void __thiscall NextBotManager::DebugFilterRemove(NextBotManager *this,int param_1)

{
  int iVar1;
  int *piVar2;
  
  if (*(int *)(this + 0x44) < 1) {
    return;
  }
  piVar2 = *(int **)(this + 0x38);
  iVar1 = 0;
  if (*piVar2 == param_1) {
    iVar1 = 0;
  }
  else {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == *(int *)(this + 0x44)) {
        return;
      }
      piVar2 = piVar2 + 0x21;
    } while (*piVar2 != param_1);
  }
  CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::
  ShiftElementsLeft((CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>
                     *)(this + 0x38),iVar1,1);
  *(int *)(this + 0x44) = *(int *)(this + 0x44) + -1;
  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)