L L4D2node

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 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)