L L4D2node

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 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)