L L4D2node

CUtlLinkedList<CUtlBuffer,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>>::RemoveAll

0x0020c4e0 · 135 bytes · __thiscall

_ZN14CUtlLinkedListI10CUtlBuffertLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<CUtlBuffer, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<CUtlBuffer, unsigned short>, unsigned short> >::RemoveAll() */

void __thiscall
CUtlLinkedList<CUtlBuffer,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>>
::RemoveAll(CUtlLinkedList<CUtlBuffer,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlBuffer,unsigned_short>,unsigned_short>>
            *this)

{
  ushort uVar1;
  CUtlMemory<unsigned_char,int> *this_00;
  ushort uVar2;
  
  if (*(short *)(this + 0x16) != -1) {
    uVar2 = *(ushort *)(this + 0xc);
    if (uVar2 != 0xffff) {
      while( true ) {
        this_00 = (CUtlMemory<unsigned_char,int> *)((uint)uVar2 * 0x3c + *(int *)this);
        uVar1 = *(ushort *)(this_00 + 0x3a);
        CUtlMemory<unsigned_char,int>::Purge(this_00);
        *(ushort *)(this_00 + 0x38) = uVar2;
        if (uVar1 == 0xffff) break;
        *(ushort *)(this_00 + 0x3a) = uVar1;
        uVar2 = uVar1;
      }
      *(undefined2 *)(this_00 + 0x3a) = *(undefined2 *)(this + 0x10);
      if (*(short *)(this + 0xc) != -1) {
        *(short *)(this + 0x10) = *(short *)(this + 0xc);
      }
    }
    *(undefined2 *)(this + 0xc) = 0xffff;
    *(undefined2 *)(this + 0xe) = 0xffff;
    *(undefined2 *)(this + 0x12) = 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)