L L4D2node

CChoreoScene::DeleteReferencedObjects

0x00bb3a20 · 95 bytes · __thiscall

_ZN12CChoreoScene23DeleteReferencedObjectsEP12CChoreoEvent

Decompiled

undefined (2 params)

/* CChoreoScene::DeleteReferencedObjects(CChoreoEvent*) */

void __thiscall CChoreoScene::DeleteReferencedObjects(CChoreoScene *this,CChoreoEvent *param_1)

{
  int iVar1;
  
  if (0 < *(int *)(this + 0x74)) {
    iVar1 = 0;
    if ((CChoreoEvent *)**(int **)(this + 0x68) != param_1) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == *(int *)(this + 0x74)) goto LAB_00bb3a4c;
      } while ((CChoreoEvent *)(*(int **)(this + 0x68))[iVar1] != param_1);
      if (iVar1 == -1) goto LAB_00bb3a4c;
    }
    CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>>::ShiftElementsLeft
              ((CUtlVector<CChoreoEvent*,CUtlMemory<CChoreoEvent*,int>> *)(this + 0x68),iVar1,1);
    *(int *)(this + 0x74) = *(int *)(this + 0x74) + -1;
  }
LAB_00bb3a4c:
  DestroyEvent(this,param_1);
  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)