L L4D2node

CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>::Purge

0x001e3b20 · 77 bytes · __thiscall

_ZN14CUtlLinkedListI12EntityInfo_ttLb0Et15CUtlMemoryStackI19UtlLinkedListElem_tIS0_tEtLj65535ELj1024ELj0EEE5PurgeEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<EntityInfo_t, unsigned short, false, unsigned short,
   CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t, unsigned short>, unsigned short, 65535u, 1024u,
   0u> >::Purge() */

void __thiscall
CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
::Purge(CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
        *this)

{
  RemoveAll(this);
  CMemoryStack::FreeAll(SUB41(this,0));
  *(undefined2 *)(this + 0x24) = 0xffff;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined2 *)(this + 0x28) = 0;
  *(undefined2 *)(this + 0x2a) = 0xffff;
  *(undefined4 *)(this + 0x2c) = *(undefined4 *)(this + 0xc);
  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)