CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>::~CUtlLinkedList
0x001a2000 · 58 bytes · __thiscall
_ZN14CUtlLinkedListI13VisCacheEntrytLb0Et10CUtlMemoryI19UtlLinkedListElem_tIS0_tEtEED1Ev
Decompiled
undefined (1 param)
/* CUtlLinkedList<VisCacheEntry, unsigned short, false, unsigned short,
CUtlMemory<UtlLinkedListElem_t<VisCacheEntry, unsigned short>, unsigned short>
>::~CUtlLinkedList() */
void __thiscall
CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
::~CUtlLinkedList(CUtlLinkedList<VisCacheEntry,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<VisCacheEntry,unsigned_short>,unsigned_short>>
*this)
{
RemoveAll(this);
if (-1 < *(int *)(this + 8)) {
if (*(void **)this != (void *)0x0) {
free(*(void **)this);
*(undefined4 *)this = 0;
}
*(undefined4 *)(this + 4) = 0;
}
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.