L L4D2node

CUtlLinkedList<CFoundryEntitySpawnRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,int>>::~CUtlLinkedList

0x00681770 · 31 bytes · __thiscall

_ZN14CUtlLinkedListIP25CFoundryEntitySpawnRecordiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEED2Ev

Decompiled

undefined (1 param)

/* CUtlLinkedList<CFoundryEntitySpawnRecord*, int, false, int,
   CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*, int>, int> >::~CUtlLinkedList() */

void __thiscall
CUtlLinkedList<CFoundryEntitySpawnRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,int>>
::~CUtlLinkedList(CUtlLinkedList<CFoundryEntitySpawnRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,int>>
                  *this)

{
  RemoveAll(this);
  CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CFoundryEntitySpawnRecord*,int>,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)