CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>::Purge
0x001e3a50 · 69 bytes · __thiscall
_ZN14CUtlLinkedListI14LeafListData_tiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tIS0_iEEE5PurgeEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<LeafListData_t, int, true, int,
CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t, int> > >::Purge() */
void __thiscall
CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
::Purge(CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
*this)
{
RemoveAll(this);
CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,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 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.