L L4D2node

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

0x00946f50 · 44 bytes · __thiscall

_ZN10CUtlVectorIP13TerrorNavArea10CUtlMemoryIS1_iEE10FastRemoveEi

Decompiled

undefined (2 params)

/* CUtlVector<TerrorNavArea*, CUtlMemory<TerrorNavArea*, int> >::FastRemove(int) */

void __thiscall
CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>>::FastRemove
          (CUtlVector<TerrorNavArea*,CUtlMemory<TerrorNavArea*,int>> *this,int param_1)

{
  int iVar1;
  
  if (0 < *(int *)(this + 0xc)) {
    iVar1 = *(int *)(this + 0xc) + -1;
    if (iVar1 != param_1) {
      *(undefined4 *)(*(int *)this + param_1 * 4) = *(undefined4 *)(*(int *)this + iVar1 * 4);
      iVar1 = *(int *)(this + 0xc) + -1;
    }
    *(int *)(this + 0xc) = iVar1;
  }
  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)