CMapListManager::~CMapListManager
0x0017efb0 · 78 bytes · __thiscall
_ZN15CMapListManagerD2Ev
Decompiled
undefined (1 param)
/* CMapListManager::~CMapListManager() */
void __thiscall CMapListManager::~CMapListManager(CMapListManager *this)
{
CUtlDict<CMapListItem,int>::RemoveAll((CUtlDict<CMapListItem,int> *)this);
this[0x28] = (CMapListManager)0x0;
CUtlDict<CMapListItem,int>::RemoveAll((CUtlDict<CMapListItem,int> *)this);
CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
::RemoveAll((CUtlRBTree<CUtlMap<char_const*,CMapListItem,int>::Node_t,int,CUtlMap<char_const*,CMapListItem,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>>
*)this);
*(undefined4 *)(this + 0x18) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int> *)
(this + 4));
*(undefined4 *)(this + 0x1c) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,CMapListItem,int>::Node_t,int>,int> *)
(this + 4));
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.