CUtlLinkedList<CRecvDecoder*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CRecvDecoder*,unsigned_short>,unsigned_short>>::RemoveAll
0x00152380 · 107 bytes · __thiscall
_ZN14CUtlLinkedListIP12CRecvDecodertLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<CRecvDecoder*, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<CRecvDecoder*, unsigned short>, unsigned short> >::RemoveAll() */
void __thiscall
CUtlLinkedList<CRecvDecoder*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CRecvDecoder*,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlLinkedList<CRecvDecoder*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CRecvDecoder*,unsigned_short>,unsigned_short>>
*this)
{
int iVar1;
ushort uVar2;
if (*(short *)(this + 0x16) != -1) {
uVar2 = *(ushort *)(this + 0xc);
if (*(ushort *)(this + 0xc) != 0xffff) {
do {
iVar1 = *(int *)this + (uint)uVar2 * 8;
*(ushort *)(iVar1 + 4) = uVar2;
uVar2 = *(ushort *)(iVar1 + 6);
} while (*(ushort *)(iVar1 + 6) != 0xffff);
*(undefined2 *)(iVar1 + 6) = *(undefined2 *)(this + 0x10);
if (*(short *)(this + 0xc) != -1) {
*(short *)(this + 0x10) = *(short *)(this + 0xc);
}
}
*(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.