CUtlVector<int,CUtlMemory<int,int>>::FindAndRemove
0x00806270 · 95 bytes · __thiscall
_ZN10CUtlVectorIi10CUtlMemoryIiiEE13FindAndRemoveERKi
Decompiled
undefined (2 params)
/* CUtlVector<int, CUtlMemory<int, int> >::FindAndRemove(int const&) */
undefined4 __thiscall
CUtlVector<int,CUtlMemory<int,int>>::FindAndRemove
(CUtlVector<int,CUtlMemory<int,int>> *this,int *param_1)
{
int iVar1;
if (*(int *)(this + 0xc) < 1) {
return 0;
}
iVar1 = 0;
if (**(int **)this != *param_1) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == *(int *)(this + 0xc)) {
return 0;
}
} while ((*(int **)this)[iVar1] != *param_1);
if (iVar1 == -1) {
return 0;
}
}
ShiftElementsLeft(this,iVar1,1);
*(int *)(this + 0xc) = *(int *)(this + 0xc) + -1;
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.