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 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.