L L4D2node

CUtlStringList::~CUtlStringList

0x0015fee0 · 155 bytes · __thiscall

_ZN14CUtlStringListD2Ev

Decompiled

undefined (1 param)

/* CUtlStringList::~CUtlStringList() */

void __thiscall CUtlStringList::~CUtlStringList(CUtlStringList *this)

{
  int iVar1;
  void *pvVar2;
  int iVar3;
  int iVar4;
  
  if (0 < *(int *)(this + 0xc)) {
    iVar3 = 0;
    do {
      pvVar2 = *(void **)(*(int *)this + iVar3 * 4);
      if (pvVar2 != (void *)0x0) {
        operator_delete__(pvVar2);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0xc));
  }
  *(undefined4 *)(this + 0xc) = 0;
  iVar4 = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
  iVar3 = *(int *)this;
  *(int *)(this + 0x10) = iVar3;
  if (0 < *(int *)(this + 0xc)) {
    while( true ) {
      iVar1 = iVar4 * 4;
      iVar4 = iVar4 + 1;
      operator_delete(*(void **)(iVar3 + iVar1));
      if (*(int *)(this + 0xc) <= iVar4) break;
      iVar3 = *(int *)this;
    }
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)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)