L L4D2node

CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>::Purge

0x001dc100 · 57 bytes · __regparm3

_ZN15CUtlFixedMemoryI19UtlLinkedListElem_tI14LeafListData_tiEE5PurgeEv.isra.33

Decompiled

undefined (0 params)

/* CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t, int> >::Purge() [clone .isra.33] */

void __regparm3 CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,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 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)