CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
0x00bdc900 · 196 bytes · __thiscall
_ZN13CUtlMultiListIN16CDataManagerBase22resource_lru_element_tEtE6UnlinkEtt
Decompiled
undefined (3 params)
/* CUtlMultiList<CDataManagerBase::resource_lru_element_t, unsigned short>::Unlink(unsigned short,
unsigned short) */
void __thiscall
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::Unlink
(CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *this,
ushort param_1,ushort param_2)
{
short *psVar1;
int iVar2;
ushort uVar3;
int iVar4;
uint uVar5;
uVar5 = (uint)param_2;
if (*(int *)(this + 0x30) <= (int)uVar5) {
return;
}
iVar2 = *(int *)this + uVar5 * 0xc;
uVar3 = *(ushort *)(iVar2 + 8);
if (param_2 != uVar3) {
if (uVar3 == 0xffff) {
iVar4 = (uint)param_1 * 10;
*(undefined2 *)(*(int *)(this + 0xc) + iVar4) = *(undefined2 *)(iVar2 + 10);
uVar3 = *(ushort *)(iVar2 + 10);
}
else {
*(undefined2 *)(*(int *)this + 10 + (uint)uVar3 * 0xc) = *(undefined2 *)(iVar2 + 10);
uVar3 = *(ushort *)(iVar2 + 10);
iVar4 = (uint)param_1 * 10;
}
if (uVar3 == 0xffff) {
*(undefined2 *)(*(int *)(this + 0xc) + 2 + iVar4) = *(undefined2 *)(iVar2 + 8);
}
else {
*(undefined2 *)(*(int *)this + (uint)uVar3 * 0xc + 8) = *(undefined2 *)(iVar2 + 8);
}
*(ushort *)(iVar2 + 10) = param_2;
*(ushort *)(iVar2 + 8) = param_2;
psVar1 = (short *)(iVar4 + *(int *)(this + 0xc) + 4);
*psVar1 = *psVar1 + -1;
if (*(int *)(this + 0x28) != 0) {
*(undefined2 *)(*(int *)(this + 0x28) + uVar5 * 2) = 0xffff;
}
return;
}
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.