L L4D2node

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 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)