L L4D2node

CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FindAndFastRemove

0x0086ce00 · 84 bytes · __thiscall

_ZN10CUtlVectorIP13TerrorNavArea10CUtlMemoryIS1_iEE17FindAndFastRemoveERKS1_

Decompiled

undefined (2 params)

/* CUtlVector<TerrorNavArea*, CUtlMemory<TerrorNavArea*, int> >::FindAndFastRemove(TerrorNavArea*
   const&) */

undefined4 __thiscall
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FindAndFastRemove
          (CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *this,TerrorNavArea **param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0xc);
  if (iVar3 < 1) {
    return 0;
  }
  piVar1 = *(int **)this;
  iVar2 = 0;
  if ((TerrorNavArea *)*piVar1 != *param_1) {
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar3) {
        return 0;
      }
    } while ((TerrorNavArea *)piVar1[iVar2] != *param_1);
    if (iVar2 == -1) {
      return 0;
    }
  }
  iVar3 = iVar3 + -1;
  if (iVar2 != iVar3) {
    piVar1[iVar2] = piVar1[iVar3];
    iVar3 = *(int *)(this + 0xc) + -1;
  }
  *(int *)(this + 0xc) = iVar3;
  return 1;
}

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)