L L4D2node

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 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)