CUtlLinkedList<unsigned_short,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>>::RemoveAll
0x000bc510 · 149 bytes · __thiscall
_ZN14CUtlLinkedListIttLb1Et10CUtlMemoryI19UtlLinkedListElem_tIttEtEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<unsigned short, unsigned short, true, unsigned short,
CUtlMemory<UtlLinkedListElem_t<unsigned short, unsigned short>, unsigned short> >::RemoveAll() */
void __thiscall
CUtlLinkedList<unsigned_short,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlLinkedList<unsigned_short,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>>
*this)
{
int iVar1;
ushort uVar2;
int iVar3;
ushort uVar4;
int iVar5;
uVar4 = *(ushort *)(this + 0x16);
if (uVar4 != 0xffff) {
iVar3 = *(int *)(this + 4);
iVar5 = 0;
iVar1 = 0;
if (0 < iVar3) {
do {
uVar2 = (ushort)iVar1;
if (((iVar1 < iVar3) && (uVar2 <= uVar4)) &&
((iVar3 = *(int *)this + iVar5, uVar2 != *(ushort *)(iVar3 + 2) ||
(uVar2 == *(ushort *)(iVar3 + 4))))) {
*(ushort *)(iVar3 + 2) = uVar2;
*(undefined2 *)(iVar3 + 4) = *(undefined2 *)(this + 0x10);
uVar4 = *(ushort *)(this + 0x16);
*(ushort *)(this + 0x10) = uVar2;
}
if ((uVar2 == uVar4) || (iVar3 = *(int *)(this + 4), iVar3 <= (int)(iVar1 + 1U & 0xffff)))
break;
iVar1 = iVar1 + 1;
iVar5 = iVar5 + 6;
} while (iVar1 != 0xffff);
}
*(undefined2 *)(this + 0xc) = 0xffff;
*(undefined2 *)(this + 0xe) = 0xffff;
*(undefined2 *)(this + 0x12) = 0;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.