L L4D2node

CUtlVector<CHandle<CTonemapTrigger>,CUtlMemory<CHandle<CTonemapTrigger>,int>>::FindAndRemove

0x007c1570 · 274 bytes · __thiscall

_ZN10CUtlVectorI7CHandleI15CTonemapTriggerE10CUtlMemoryIS2_iEE13FindAndRemoveERKS2_

Decompiled

undefined (2 params)

/* CUtlVector<CHandle<CTonemapTrigger>, CUtlMemory<CHandle<CTonemapTrigger>, int>
   >::FindAndRemove(CHandle<CTonemapTrigger> const&) */

undefined4 __thiscall
CUtlVector<CHandle<CTonemapTrigger>,CUtlMemory<CHandle<CTonemapTrigger>,int>>::FindAndRemove
          (CUtlVector<CHandle<CTonemapTrigger>,CUtlMemory<CHandle<CTonemapTrigger>,int>> *this,
          CHandle *param_1)

{
  int *piVar1;
  uint uVar2;
  uint uVar3;
  undefined *puVar4;
  uint *puVar5;
  int iVar6;
  int local_24;
  int local_20;
  
  local_24 = *(int *)(this + 0xc);
  if (0 < local_24) {
    local_20 = 0;
    uVar2 = *(uint *)param_1;
    piVar1 = (int *)(g_pEntityList + (uVar2 & 0xfff) * 0x10 + 4);
    puVar5 = *(uint **)this;
    do {
      iVar6 = 0;
      if (uVar2 != 0xffffffff) {
        if (piVar1 == (int *)0x0) {
          iVar6 = 0;
        }
        else if (piVar1[1] == uVar2 >> 0xc) {
          iVar6 = *piVar1;
        }
      }
      uVar3 = *puVar5;
      if (((uVar3 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar3 >> 0xc)) {
        if (iVar6 == 0) {
LAB_007c1630:
          iVar6 = (local_24 - local_20) + -1;
          if (0 < iVar6) {
            _V_memmove(puVar5,*(uint **)this + local_20 + 1,iVar6 * 4);
            local_24 = *(int *)(this + 0xc);
          }
          *(int *)(this + 0xc) = local_24 + -1;
          return 1;
        }
      }
      else if (iVar6 == *(int *)(puVar4 + 4)) goto LAB_007c1630;
      local_20 = local_20 + 1;
      puVar5 = puVar5 + 1;
    } while (local_20 != local_24);
  }
  return 0;
}

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)