L L4D2node

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 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)