CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>::RemoveAll
0x001e3aa0 · 113 bytes · __thiscall
_ZN14CUtlLinkedListI12EntityInfo_ttLb0Et15CUtlMemoryStackI19UtlLinkedListElem_tIS0_tEtLj65535ELj1024ELj0EEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<EntityInfo_t, unsigned short, false, unsigned short,
CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t, unsigned short>, unsigned short, 65535u, 1024u,
0u> >::RemoveAll() */
void __thiscall
CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
::RemoveAll(CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
*this)
{
int iVar1;
ushort uVar2;
if (*(short *)(this + 0x2a) != -1) {
uVar2 = *(ushort *)(this + 0x20);
if (*(ushort *)(this + 0x20) != 0xffff) {
do {
iVar1 = (uint)uVar2 * 0x34 + *(int *)(this + 0xc);
*(ushort *)(iVar1 + 0x30) = uVar2;
uVar2 = *(ushort *)(iVar1 + 0x32);
} while (*(ushort *)(iVar1 + 0x32) != 0xffff);
*(undefined2 *)(iVar1 + 0x32) = *(undefined2 *)(this + 0x24);
if (*(short *)(this + 0x20) != -1) {
*(short *)(this + 0x24) = *(short *)(this + 0x20);
}
}
*(undefined2 *)(this + 0x20) = 0xffff;
*(undefined2 *)(this + 0x22) = 0xffff;
*(undefined2 *)(this + 0x26) = 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.