L L4D2node

CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>::Purge

0x001e3d10 · 98 bytes · __thiscall

_ZN14CUtlLinkedListIN12CUtlHashFastIi18CUtlHashFastNoHashE15HashFastData_t_IiEEiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tIS4_iEEE5PurgeEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<CUtlHashFast<int, CUtlHashFastNoHash>::HashFastData_t_<int>, int, true, int,
   CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int, CUtlHashFastNoHash>::HashFastData_t_<int>,
   int> > >::Purge() */

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

{
  int *piVar1;
  int *__ptr;
  
  RemoveAll(this);
  __ptr = *(int **)this;
  if (*(int **)this != (int *)0x0) {
    do {
      piVar1 = (int *)*__ptr;
      free(__ptr);
      __ptr = piVar1;
    } while (piVar1 != (int *)0x0);
    *(undefined4 *)this = 0;
    *(undefined4 *)(this + 4) = 0;
  }
  *(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)