L L4D2node

CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>::~CUtlLinkedList

0x005bfaf0 · 31 bytes · __thiscall

_ZN14CUtlLinkedListI11CAI_ConcepttLb0Ej10CUtlMemoryI19UtlLinkedListElem_tIS0_tEjEED2Ev

Decompiled

undefined (1 param)

/* CUtlLinkedList<CAI_Concept, unsigned short, false, unsigned int,
   CUtlMemory<UtlLinkedListElem_t<CAI_Concept, unsigned short>, unsigned int> >::~CUtlLinkedList()
    */

void __thiscall
CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
::~CUtlLinkedList(CUtlLinkedList<CAI_Concept,unsigned_short,false,unsigned_int,CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>>
                  *this)

{
  RemoveAll(this);
  CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CAI_Concept,unsigned_short>,unsigned_int> *)this);
  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)