CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>::RemoveAll
0x005bfa40 · 104 bytes · __thiscall
_ZN14CUtlLinkedListI11CAI_ConcepttLb0Ej10CUtlMemoryI19UtlLinkedListElem_tIS0_tEjEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<CAI_Concept, unsigned short, false, unsigned int,
CUtlMemory<UtlLinkedListElem_t<CAI_Concept, unsigned short>, unsigned int> >::RemoveAll() */
void __thiscall
CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
::RemoveAll(CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
*this)
{
int iVar1;
uint uVar2;
if (*(int *)(this + 0x20) != -1) {
uVar2 = *(uint *)(this + 0xc);
if (*(uint *)(this + 0xc) != 0xffff) {
do {
iVar1 = *(int *)this + uVar2 * 0xc;
*(short *)(iVar1 + 8) = (short)uVar2;
uVar2 = (uint)*(ushort *)(iVar1 + 10);
} while (*(ushort *)(iVar1 + 10) != 0xffff);
*(short *)(iVar1 + 10) = (short)*(undefined4 *)(this + 0x14);
if (*(int *)(this + 0xc) != 0xffff) {
*(int *)(this + 0x14) = *(int *)(this + 0xc);
}
}
*(undefined4 *)(this + 0xc) = 0xffff;
*(undefined4 *)(this + 0x10) = 0xffff;
*(undefined4 *)(this + 0x18) = 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.