CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>::Purge
0x001dc0c0 · 57 bytes · __regparm3
_ZN15CUtlFixedMemoryI19UtlLinkedListElem_tItiEE5PurgeEv.isra.24
Decompiled
undefined (0 params)
/* CUtlFixedMemory<UtlLinkedListElem_t<unsigned short, int> >::Purge() [clone .isra.24] */
void __regparm3 CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>::Purge(void)
{
int *piVar1;
int *in_EAX;
int *__ptr;
undefined4 *in_EDX;
__ptr = (int *)*in_EAX;
if ((int *)*in_EAX != (int *)0x0) {
do {
piVar1 = (int *)*__ptr;
free(__ptr);
__ptr = piVar1;
} while (piVar1 != (int *)0x0);
*in_EAX = 0;
*in_EDX = 0;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.