L L4D2node

CStudioHdr::CActivityToSequenceMapping::~CActivityToSequenceMapping

0x000e60e0 · 130 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMappingD1Ev

Decompiled

undefined (1 param)

/* CStudioHdr::CActivityToSequenceMapping::~CActivityToSequenceMapping() */

void __thiscall
CStudioHdr::CActivityToSequenceMapping::~CActivityToSequenceMapping
          (CActivityToSequenceMapping *this)

{
  CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
  *this_00;
  int iVar1;
  CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int> *this_01;
  int iVar2;
  int iVar3;
  
  if (*(void **)this != (void *)0x0) {
    operator_delete__(*(void **)this);
  }
  iVar2 = 0;
  iVar3 = 0;
  iVar1 = *(int *)(this + 0x14);
  if (0 < iVar1) {
    do {
      iVar3 = iVar3 + 1;
      this_01 = (CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int> *)
                (*(int *)(this + 8) + iVar2);
      iVar2 = iVar2 + 0x14;
      *(undefined4 *)(this_01 + 0xc) = 0;
      CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>::Purge(this_01);
      *(undefined4 *)(this_01 + 0x10) = *(undefined4 *)this_01;
    } while (iVar3 != iVar1);
  }
  this_00 = (CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
             *)(this + 8);
  CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
  ::RemoveAll(this_00);
  CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
  ::Purge((CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
           *)this_00);
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
  ::Purge((CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
           *)this_00);
  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)