CUtlLinkedList<RecvTable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<RecvTable*,unsigned_short>,unsigned_short>>::~CUtlLinkedList
0x001522e0 · 31 bytes · __thiscall
_ZN14CUtlLinkedListIP9RecvTabletLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS1_tEtEED2Ev
Decompiled
undefined (1 param)
/* CUtlLinkedList<RecvTable*, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<RecvTable*, unsigned short>, unsigned short> >::~CUtlLinkedList()
*/
void __thiscall
CUtlLinkedList<RecvTable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<RecvTable*,unsigned_short>,unsigned_short>>
::~CUtlLinkedList(CUtlLinkedList<RecvTable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<RecvTable*,unsigned_short>,unsigned_short>>
*this)
{
RemoveAll(this);
CUtlMemory<UtlLinkedListElem_t<RecvTable*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<RecvTable*,unsigned_short>,unsigned_short> *)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.