L L4D2node

CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>::Purge

0x001e3240 · 69 bytes · __thiscall

_ZN14CUtlLinkedListItiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tItiEEE5PurgeEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<unsigned short, int, true, int, CUtlFixedMemory<UtlLinkedListElem_t<unsigned
   short, int> > >::Purge() */

void __thiscall
CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
::Purge(CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
        *this)

{
  RemoveAll(this);
  CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>::Purge();
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  *(undefined4 *)(this + 0x28) = 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)