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 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.