L L4D2node

CUtlLinkedList<CScrollingScreenOverlay::TextLine_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t,unsigned_short>,unsigned_short>>::Free

0x00b5b4c0 · 66 bytes · __thiscall

_ZN14CUtlLinkedListIN23CScrollingScreenOverlay10TextLine_tEtLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEE4FreeEt

Decompiled

undefined (2 params)

/* CUtlLinkedList<CScrollingScreenOverlay::TextLine_t, unsigned short, false, unsigned short,
   CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t, unsigned short>, unsigned
   short> >::Free(unsigned short) */

void __thiscall
CUtlLinkedList<CScrollingScreenOverlay::TextLine_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t,unsigned_short>,unsigned_short>>
::Free(CUtlLinkedList<CScrollingScreenOverlay::TextLine_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CScrollingScreenOverlay::TextLine_t,unsigned_short>,unsigned_short>>
       *this,ushort param_1)

{
  CUtlMemory<unsigned_char,int> *this_00;
  
  Unlink(this,param_1);
  this_00 = (CUtlMemory<unsigned_char,int> *)(*(int *)this + (uint)param_1 * 0x24);
  CUtlMemory<unsigned_char,int>::Purge(this_00);
  *(undefined2 *)(this_00 + 0x22) = *(undefined2 *)(this + 0x10);
  *(ushort *)(this + 0x10) = param_1;
  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)