L L4D2node

CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>::RemoveAll

0x006617f0 · 88 bytes · __thiscall

_ZN14CUtlLinkedListIP13CDamageRecordiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<CDamageRecord*, int, false, int, CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,
   int>, int> >::RemoveAll() */

void __thiscall
CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
::RemoveAll(CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
            *this)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0x20) != -1) {
    iVar2 = *(int *)(this + 0xc);
    if (*(int *)(this + 0xc) != -1) {
      do {
        iVar1 = *(int *)this + iVar2 * 0xc;
        *(int *)(iVar1 + 4) = iVar2;
        iVar2 = *(int *)(iVar1 + 8);
      } while (*(int *)(iVar1 + 8) != -1);
      *(undefined4 *)(iVar1 + 8) = *(undefined4 *)(this + 0x14);
      if (*(int *)(this + 0xc) != -1) {
        *(int *)(this + 0x14) = *(int *)(this + 0xc);
      }
    }
    *(undefined4 *)(this + 0xc) = 0xffffffff;
    *(undefined4 *)(this + 0x10) = 0xffffffff;
    *(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)