L L4D2node

CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>::LinkBefore

0x00246b00 · 93 bytes · __thiscall

_ZN14CUtlLinkedListIN14CCommandBuffer9Command_tEiLb1Ei15CUtlFixedMemoryI19UtlLinkedListElem_tIS1_iEEE10LinkBeforeEii

Decompiled

undefined (3 params)

/* CUtlLinkedList<CCommandBuffer::Command_t, int, true, int,
   CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t, int> > >::LinkBefore(int, int) */

void __thiscall
CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::LinkBefore(CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
             *this,int param_1,int param_2)

{
  int iVar1;
  
  Unlink(this,param_2);
  *(int *)(param_2 + 0x10) = param_1;
  if (param_1 == 0) {
    iVar1 = *(int *)(this + 0x10);
    *(int *)(param_2 + 0xc) = iVar1;
    *(int *)(this + 0x10) = param_2;
  }
  else {
    iVar1 = *(int *)(param_1 + 0xc);
    *(int *)(param_2 + 0xc) = iVar1;
    *(int *)(param_1 + 0xc) = param_2;
  }
  if (iVar1 != 0) {
    *(int *)(iVar1 + 0x10) = param_2;
    *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
    return;
  }
  *(int *)(this + 0x18) = *(int *)(this + 0x18) + 1;
  *(int *)(this + 0xc) = param_2;
  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)