CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>::~CUtlRBTree
0x0018eea0 · 58 bytes · __thiscall
_ZN10CUtlRBTreeI10CUtlStringiPFbRKS0_S2_E10CUtlMemoryI15UtlRBTreeNode_tIS0_iEiEED1Ev
Decompiled
undefined (1 param)
/* CUtlRBTree<CUtlString, int, bool (*)(CUtlString const&, CUtlString const&),
CUtlMemory<UtlRBTreeNode_t<CUtlString, int>, int> >::~CUtlRBTree() */
void __thiscall
CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
::~CUtlRBTree(CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
*this)
{
RemoveAll(this);
*(undefined4 *)(this + 0x18) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 4));
*(undefined4 *)(this + 0x1c) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 4));
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.