L L4D2node

CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>::PurgeAndDeleteElements

0x008e3c40 · 102 bytes · __thiscall

_ZN14CUtlLinkedListIP18L4D_PlayerStatDatatLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE22PurgeAndDeleteElementsEv

Decompiled

undefined (1 param)

/* CUtlLinkedList<L4D_PlayerStatData*, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*, unsigned short>, unsigned short>
   >::PurgeAndDeleteElements() */

void __thiscall
CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
::PurgeAndDeleteElements
          (CUtlLinkedList<L4D_PlayerStatData*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>>
           *this)

{
  undefined4 *puVar1;
  ushort uVar2;
  void *pvVar3;
  uint uVar4;
  
  uVar4 = (uint)*(ushort *)(this + 0xc);
  while ((short)uVar4 != -1) {
    while( true ) {
      puVar1 = (undefined4 *)(*(int *)this + uVar4 * 8);
      uVar2 = *(ushort *)((int)puVar1 + 6);
      uVar4 = (uint)uVar2;
      pvVar3 = (void *)*puVar1;
      if (pvVar3 == (void *)0x0) break;
      operator_delete(pvVar3);
      if (uVar2 == 0xffff) goto LAB_008e3c72;
    }
  }
LAB_008e3c72:
  RemoveAll(this);
  CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<L4D_PlayerStatData*,unsigned_short>,unsigned_short> *)
             this);
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(undefined2 *)(this + 0x14) = 0;
  *(undefined2 *)(this + 0x16) = 0xffff;
  *(undefined4 *)(this + 0x18) = *(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)