CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>>::~CUtlVector
0x00160260 · 43 bytes · __thiscall
_ZN10CUtlVectorI14SAddOnMetaData10CUtlMemoryIS0_iEED2Ev
Decompiled
undefined (1 param)
/* CUtlVector<SAddOnMetaData, CUtlMemory<SAddOnMetaData, int> >::~CUtlVector() */
void __thiscall
CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>>::~CUtlVector
(CUtlVector<SAddOnMetaData,CUtlMemory<SAddOnMetaData,int>> *this)
{
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<SAddOnMetaData,int>::Purge((CUtlMemory<SAddOnMetaData,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<SAddOnMetaData,int>::Purge((CUtlMemory<SAddOnMetaData,int> *)this);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.