CUtlLinkedList<CInfoRemarkable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*,unsigned_short>,unsigned_short>>::Unlink
0x008d4430 · 122 bytes · __thiscall
_ZN14CUtlLinkedListIP15CInfoRemarkabletLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE6UnlinkEt
Decompiled
undefined (2 params)
/* CUtlLinkedList<CInfoRemarkable*, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*, unsigned short>, unsigned short>
>::Unlink(unsigned short) */
void __thiscall
CUtlLinkedList<CInfoRemarkable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*,unsigned_short>,unsigned_short>>
::Unlink(CUtlLinkedList<CInfoRemarkable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*,unsigned_short>,unsigned_short>>
*this,ushort param_1)
{
int iVar1;
ushort uVar2;
if (*(int *)(this + 4) <= (int)(uint)param_1) {
return;
}
if (param_1 <= *(ushort *)(this + 0x16)) {
iVar1 = *(int *)this + (uint)param_1 * 8;
uVar2 = *(ushort *)(iVar1 + 4);
if (param_1 != uVar2) {
if (uVar2 == 0xffff) {
*(undefined2 *)(this + 0xc) = *(undefined2 *)(iVar1 + 6);
uVar2 = *(ushort *)(iVar1 + 6);
}
else {
*(undefined2 *)(*(int *)this + 6 + (uint)uVar2 * 8) = *(undefined2 *)(iVar1 + 6);
uVar2 = *(ushort *)(iVar1 + 6);
}
if (uVar2 == 0xffff) {
*(undefined2 *)(this + 0xe) = *(undefined2 *)(iVar1 + 4);
}
else {
*(undefined2 *)(*(int *)this + 4 + (uint)uVar2 * 8) = *(undefined2 *)(iVar1 + 4);
}
*(ushort *)(iVar1 + 6) = param_1;
*(ushort *)(iVar1 + 4) = param_1;
*(short *)(this + 0x12) = *(short *)(this + 0x12) + -1;
return;
}
return;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.