CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>::PurgeAndDeleteElements
0x00661890 · 99 bytes · __thiscall
_ZN14CUtlLinkedListIP13CDamageRecordiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEE22PurgeAndDeleteElementsEv
Decompiled
undefined (1 param)
/* CUtlLinkedList<CDamageRecord*, int, false, int, CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,
int>, int> >::PurgeAndDeleteElements() */
void __thiscall
CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
::PurgeAndDeleteElements
(CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
*this)
{
undefined4 *puVar1;
int iVar2;
iVar2 = *(int *)(this + 0xc);
while (iVar2 != -1) {
puVar1 = (undefined4 *)(*(int *)this + iVar2 * 0xc);
iVar2 = puVar1[2];
operator_delete((void *)*puVar1);
}
RemoveAll(this);
CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>::Purge
((CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int> *)this);
*(undefined4 *)(this + 0x14) = 0xffffffff;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0xffffffff;
*(undefined4 *)(this + 0x24) = *(undefined4 *)this;
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.