L L4D2node

CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>::~CUtlLinkedList

0x001a2000 · 58 bytes · __thiscall

_ZN14CUtlLinkedListI13VisCacheEntrytLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEED1Ev

Decompiled

undefined (1 param)

/* CUtlLinkedList<VisCacheEntry, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<VisCacheEntry, unsigned short>, unsigned short>
   >::~CUtlLinkedList() */

void __thiscall
CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
::~CUtlLinkedList(CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
                  *this)

{
  RemoveAll(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)