L L4D2node

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

0x008ffb70 · 112 bytes · __thiscall

_ZN14CUtlLinkedListIP12PlayerReporttLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE22PurgeAndDeleteElementsEv

Decompiled

undefined (1 param)

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

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

{
  undefined4 *puVar1;
  ushort uVar2;
  PlayerReport *this_00;
  uint uVar3;
  
  uVar3 = (uint)*(ushort *)(this + 0xc);
  while ((short)uVar3 != -1) {
    while( true ) {
      puVar1 = (undefined4 *)(*(int *)this + uVar3 * 8);
      this_00 = (PlayerReport *)*puVar1;
      uVar2 = *(ushort *)((int)puVar1 + 6);
      uVar3 = (uint)uVar2;
      if (this_00 == (PlayerReport *)0x0) break;
      PlayerReport::~PlayerReport(this_00);
      operator_delete(this_00);
      if (uVar2 == 0xffff) goto LAB_008ffbab;
    }
  }
LAB_008ffbab:
  RemoveAll(this);
  CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<PlayerReport*,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)