CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>::RemoveAll
0x001d51f0 · 227 bytes · __thiscall
_ZN14CUtlLinkedListI18moverlayfragment_ttLb1Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<moverlayfragment_t, unsigned short, true, unsigned short,
CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t, unsigned short>, unsigned short>
>::RemoveAll() */
void __thiscall
CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
*this)
{
int iVar1;
ushort uVar2;
int iVar3;
ushort uVar4;
uVar2 = *(ushort *)(this + 0x16);
if (uVar2 != 0xffff) {
iVar1 = *(int *)(this + 4);
iVar3 = 0;
if (0 < iVar1) {
do {
uVar4 = (ushort)iVar3;
if (((iVar3 < iVar1) && (uVar4 <= uVar2)) &&
((iVar1 = iVar3 * 0x2c + *(int *)this, uVar4 != *(ushort *)(iVar1 + 0x28) ||
(uVar4 == *(ushort *)(iVar1 + 0x2a))))) {
*(undefined4 *)(iVar1 + 0x1c) = 0;
CUtlMemory<overlayvert_t,int>::Purge((CUtlMemory<overlayvert_t,int> *)(iVar1 + 0x10));
*(undefined4 *)(iVar1 + 0x20) = *(undefined4 *)(iVar1 + 0x10);
CUtlMemory<overlayvert_t,int>::Purge((CUtlMemory<overlayvert_t,int> *)(iVar1 + 0x10));
*(ushort *)(iVar1 + 0x28) = uVar4;
*(undefined2 *)(iVar1 + 0x2a) = *(undefined2 *)(this + 0x10);
uVar2 = *(ushort *)(this + 0x16);
*(ushort *)(this + 0x10) = uVar4;
}
} while (((uVar2 != uVar4) && (iVar1 = *(int *)(this + 4), (int)(iVar3 + 1U & 0xffff) < iVar1)
) && (iVar3 = iVar3 + 1, iVar3 != 0xffff));
}
*(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.