CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>::~CUtlLinkedList
0x0014b4d0 · 31 bytes · __thiscall
_ZN14CUtlLinkedListIP13CDTIRecvTableiLb0Ei10CUtlMemoryI19UtlLinkedListElem_tIS1_iEiEED2Ev
Decompiled
undefined (1 param)
/* CUtlLinkedList<CDTIRecvTable*, int, false, int, CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,
int>, int> >::~CUtlLinkedList() */
void __thiscall
CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
::~CUtlLinkedList(CUtlLinkedList<CDTIRecvTable*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>>
*this)
{
RemoveAll(this);
CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int>::Purge
((CUtlMemory<UtlLinkedListElem_t<CDTIRecvTable*,int>,int> *)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.