L L4D2node

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 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)