CDmxElement::AddElementsToDelete
0x00be6ee0 · 201 bytes · __thiscall
_ZN11CDmxElement19AddElementsToDeleteER10CUtlVectorIPS_10CUtlMemoryIS1_iEE
Decompiled
undefined (2 params)
/* CDmxElement::AddElementsToDelete(CUtlVector<CDmxElement*, CUtlMemory<CDmxElement*, int> >&) */
void __thiscall CDmxElement::AddElementsToDelete(CDmxElement *this,CUtlVector *param_1)
{
int iVar1;
int *piVar2;
int iVar3;
CDmxElement *this_00;
int iVar4;
int iVar5;
CDmxElement *local_20 [4];
if (((byte)this[0x2f] & 2) == 0) {
local_20[0] = this;
this[0x2f] = (CDmxElement)((byte)this[0x2f] | 2);
CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>>::InsertBefore
((CUtlVector<CDmxElement*,CUtlMemory<CDmxElement*,int>> *)param_1,
*(int *)(param_1 + 0xc),local_20);
iVar1 = *(int *)(this + 0xc);
if (0 < iVar1) {
iVar4 = 0;
do {
piVar2 = *(int **)(*(int *)this + iVar4 * 4);
if (*piVar2 == 1) {
if (*(CDmxElement **)piVar2[2] != (CDmxElement *)0x0) {
AddElementsToDelete(*(CDmxElement **)piVar2[2],param_1);
}
}
else if (*piVar2 == 0xf) {
piVar2 = (int *)piVar2[2];
iVar3 = piVar2[3];
if (0 < iVar3) {
iVar5 = 0;
do {
this_00 = *(CDmxElement **)(*piVar2 + iVar5 * 4);
if (this_00 != (CDmxElement *)0x0) {
AddElementsToDelete(this_00,param_1);
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar3);
}
}
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
}
}
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.