L L4D2node

CAwardPool::DeleteTemplatesForPlayer

0x00848860 · 183 bytes · __thiscall

_ZN10CAwardPool24DeleteTemplatesForPlayerEiP14CUtlLinkedListIP14CAwardTemplatetLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS2_tEtEE

Decompiled

undefined (3 params)

/* CAwardPool::DeleteTemplatesForPlayer(int, CUtlLinkedList<CAwardTemplate*, unsigned short, false,
   unsigned short, CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*, unsigned short>, unsigned short>
   >*) */

void __thiscall
CAwardPool::DeleteTemplatesForPlayer(CAwardPool *this,int param_1,CUtlLinkedList *param_2)

{
  ushort uVar1;
  int *piVar2;
  uint uVar3;
  int *piVar4;
  int iVar5;
  
  if (*(short *)(param_2 + 0x12) != 0) {
    uVar3 = (uint)*(ushort *)(param_2 + 0xc);
    if (uVar3 != 0xffff) {
      iVar5 = *(int *)param_2;
      do {
        piVar4 = (int *)(iVar5 + uVar3 * 8);
        piVar2 = (int *)*piVar4;
        if (piVar2 != (int *)0x0) {
          (**(code **)(*piVar2 + 4))(piVar2);
          iVar5 = *(int *)param_2;
          piVar4 = (int *)(iVar5 + uVar3 * 8);
        }
        uVar3 = (uint)*(ushort *)((int)piVar4 + 6);
      } while (uVar3 != 0xffff);
    }
    if (*(short *)(param_2 + 0x16) != -1) {
      uVar1 = *(ushort *)(param_2 + 0xc);
      if (*(ushort *)(param_2 + 0xc) != 0xffff) {
        do {
          iVar5 = *(int *)param_2 + (uint)uVar1 * 8;
          *(ushort *)(iVar5 + 4) = uVar1;
          uVar1 = *(ushort *)(iVar5 + 6);
        } while (*(ushort *)(iVar5 + 6) != 0xffff);
        *(undefined2 *)(iVar5 + 6) = *(undefined2 *)(param_2 + 0x10);
        if (*(short *)(param_2 + 0xc) != -1) {
          *(short *)(param_2 + 0x10) = *(short *)(param_2 + 0xc);
        }
      }
      *(undefined2 *)(param_2 + 0xc) = 0xffff;
      *(undefined2 *)(param_2 + 0xe) = 0xffff;
      *(undefined2 *)(param_2 + 0x12) = 0;
    }
  }
  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)