L L4D2node

CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>::Purge

0x0017f890 · 50 bytes · __thiscall

_ZN10CUtlMemoryI15UtlRBTreeNode_tIN7CUtlMapIPKc12CMapListItemiE6Node_tEiEiE5PurgeEv

Decompiled

undefined (1 param)

/* CUtlMemory<UtlRBTreeNode_t<CUtlMap<char const*, CMapListItem, int>::Node_t, int>, int>::Purge()
    */

void __thiscall
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>::Purge
          (CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int> *this)

{
  if (-1 < *(int *)(this + 8)) {
    if (*(void **)this != (void *)0x0) {
      free(*(void **)this);
      *(undefined4 *)this = 0;
    }
    *(undefined4 *)(this + 4) = 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)