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 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.