L L4D2node

CUtlMultiList<watcher_t,unsigned_short>::DestroyList

0x0047c0b0 · 129 bytes · __thiscall

_ZN13CUtlMultiListI9watcher_ttE11DestroyListEt

Decompiled

undefined (2 params)

/* CUtlMultiList<watcher_t, unsigned short>::DestroyList(unsigned short) */

void __thiscall
CUtlMultiList<watcher_t,unsigned_short>::DestroyList
          (CUtlMultiList<watcher_t,unsigned_short> *this,ushort param_1)

{
  ushort uVar1;
  ushort uVar2;
  
  uVar2 = *(ushort *)(*(int *)(this + 0xc) + (uint)param_1 * 10);
  while (uVar2 != 0xffff) {
    uVar1 = *(ushort *)(*(int *)this + 10 + (uint)uVar2 * 0xc);
    Remove(this,param_1,uVar2);
    uVar2 = uVar1;
  }
  CUtlLinkedList<CUtlMultiList<watcher_t,unsigned_short>::List_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlMultiList<watcher_t,unsigned_short>::List_t,unsigned_short>,unsigned_short>>
  ::Unlink((CUtlLinkedList<CUtlMultiList<watcher_t,unsigned_short>::List_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CUtlMultiList<watcher_t,unsigned_short>::List_t,unsigned_short>,unsigned_short>>
            *)(this + 0xc),param_1);
  *(undefined2 *)(*(int *)(this + 0xc) + 8 + (uint)param_1 * 10) = *(undefined2 *)(this + 0x1c);
  *(ushort *)(this + 0x1c) = param_1;
  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)