L L4D2node

NextBotManager::DebugFilterRemove

0x0075a3f0 · 153 bytes · __thiscall

_ZN14NextBotManager17DebugFilterRemoveEPKc

Decompiled

undefined (2 params)

/* NextBotManager::DebugFilterRemove(char const*) */

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

{
  uint uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0x44)) {
    iVar3 = 0;
    iVar4 = 0;
    do {
      if (*(char *)(*(int *)(this + 0x38) + 4 + iVar3) != '\0') {
        uVar1 = _V_strlen(param_1);
        iVar2 = 0x80;
        if (uVar1 < 0x80) {
          iVar2 = _V_strlen(param_1);
        }
        iVar2 = V_strnicmp(param_1,(char *)(*(int *)(this + 0x38) + iVar3 + 4),iVar2);
        if (iVar2 == 0) {
          CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>::
          ShiftElementsLeft((CUtlVector<NextBotManager::DebugFilter,CUtlMemory<NextBotManager::DebugFilter,int>>
                             *)(this + 0x38),iVar4,1);
          *(int *)(this + 0x44) = *(int *)(this + 0x44) + -1;
          return;
        }
      }
      iVar4 = iVar4 + 1;
      iVar3 = iVar3 + 0x84;
    } while (iVar4 < *(int *)(this + 0x44));
  }
  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)