CUtlLinkedList<SendQueueItem_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t,unsigned_short>,unsigned_short>>::Free
0x001c9be0 · 82 bytes · __thiscall
_ZN14CUtlLinkedListI15SendQueueItem_ttLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEE4FreeEt
Decompiled
undefined (2 params)
/* CUtlLinkedList<SendQueueItem_t, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t, unsigned short>, unsigned short> >::Free(unsigned
short) */
void __thiscall
CUtlLinkedList<SendQueueItem_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t,unsigned_short>,unsigned_short>>
::Free(CUtlLinkedList<SendQueueItem_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<SendQueueItem_t,unsigned_short>,unsigned_short>>
*this,ushort param_1)
{
int iVar1;
Unlink(this,param_1);
iVar1 = (uint)param_1 * 0x7c + *(int *)this;
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar1 + 0x40));
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar1 + 8));
*(undefined2 *)(iVar1 + 0x7a) = *(undefined2 *)(this + 0x10);
*(ushort *)(this + 0x10) = param_1;
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.