CUtlVector<CDirector::FadeOutInfo_t,CUtlMemory<CDirector::FadeOutInfo_t,int>>::FastRemove
0x0088f0a0 · 66 bytes · __thiscall
_ZN10CUtlVectorIN9CDirector13FadeOutInfo_tE10CUtlMemoryIS1_iEE10FastRemoveEi
Decompiled
undefined (2 params)
/* CUtlVector<CDirector::FadeOutInfo_t, CUtlMemory<CDirector::FadeOutInfo_t, int> >::FastRemove(int)
*/
void __thiscall
CUtlVector<CDirector::FadeOutInfo_t,CUtlMemory<CDirector::FadeOutInfo_t,int>>::FastRemove
(CUtlVector<CDirector::FadeOutInfo_t,CUtlMemory<CDirector::FadeOutInfo_t,int>> *this,
int param_1)
{
undefined4 *puVar1;
undefined4 *puVar2;
int iVar3;
if (0 < *(int *)(this + 0xc)) {
iVar3 = *(int *)(this + 0xc) + -1;
if (iVar3 != param_1) {
puVar1 = (undefined4 *)(*(int *)this + iVar3 * 0xc);
puVar2 = (undefined4 *)(*(int *)this + param_1 * 0xc);
*puVar2 = *puVar1;
puVar2[1] = puVar1[1];
puVar2[2] = puVar1[2];
iVar3 = *(int *)(this + 0xc) + -1;
}
*(int *)(this + 0xc) = iVar3;
}
return;
}
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.