L L4D2node

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 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)