L L4D2node

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 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)