CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>>::~CUtlHashFixed
0x001e27f0 · 141 bytes · __thiscall
_ZN13CUtlHashFixedIiLi512E24CUtlHashFixedGenericHashILi512EEED1Ev
Decompiled
undefined (1 param)
/* CUtlHashFixed<int, 512, CUtlHashFixedGenericHash<512> >::~CUtlHashFixed() */
void __thiscall
CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>>::~CUtlHashFixed
(CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>> *this)
{
void *pvVar1;
void *pvVar2;
CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>> *pCVar3;
int iVar5;
CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>> *pCVar4;
iVar5 = 0;
pCVar4 = this;
do {
pvVar2 = *(void **)pCVar4;
if (*(void **)pCVar4 != (void *)0x0) {
do {
pvVar1 = *(void **)((int)pvVar2 + 0xc);
operator_delete(pvVar2);
pvVar2 = pvVar1;
} while (pvVar1 != *(void **)pCVar4);
}
iVar5 = iVar5 + 1;
*(int *)pCVar4 = 0;
*(int *)(pCVar4 + 4) = 0;
pCVar4 = pCVar4 + 8;
} while (iVar5 != 0x200);
*(undefined4 *)(this + 0x1000) = 0;
pCVar4 = this + 0x1000;
do {
pCVar3 = pCVar4 + -8;
pvVar2 = *(void **)pCVar3;
if (*(void **)pCVar3 != (void *)0x0) {
do {
pvVar1 = *(void **)((int)pvVar2 + 0xc);
operator_delete(pvVar2);
pvVar2 = pvVar1;
} while (pvVar1 != *(void **)pCVar3);
}
*(int *)pCVar3 = 0;
*(int *)(pCVar4 + -4) = 0;
pCVar4 = pCVar3;
} while (this != pCVar3);
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.