L L4D2node

CUtlLinkedList<CBSPTreeData::HandleInLeaf_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInLeaf_t,unsigned_short>,unsigned_short>>::RemoveAll

0x000bc5b0 · 149 bytes · __thiscall

_ZN14CUtlLinkedListIN12CBSPTreeData14HandleInLeaf_tEtLb1Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<CBSPTreeData::HandleInLeaf_t, unsigned short, true, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInLeaf_t, unsigned short>, unsigned short>
   >::RemoveAll() */

void __thiscall
CUtlLinkedList<CBSPTreeData::HandleInLeaf_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInLeaf_t,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlLinkedList<CBSPTreeData::HandleInLeaf_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBSPTreeData::HandleInLeaf_t,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 + 8) ||
            (uVar2 == *(ushort *)(iVar3 + 10))))) {
          *(ushort *)(iVar3 + 8) = uVar2;
          *(undefined2 *)(iVar3 + 10) = *(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 + 0xc;
      } while (iVar1 != 0xffff);
    }
    *(undefined2 *)(this + 0xc) = 0xffff;
    *(undefined2 *)(this + 0xe) = 0xffff;
    *(undefined2 *)(this + 0x12) = 0;
  }
  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)