L L4D2node

CUtlHashFast<int,CUtlHashFastNoHash>::~CUtlHashFast

0x001e3e20 · 130 bytes · __thiscall

_ZN12CUtlHashFastIi18CUtlHashFastNoHashED1Ev

Decompiled

undefined (1 param)

/* CUtlHashFast<int, CUtlHashFastNoHash>::~CUtlHashFast() */

void __thiscall
CUtlHashFast<int,CUtlHashFastNoHash>::~CUtlHashFast(CUtlHashFast<int,CUtlHashFastNoHash> *this)

{
  CUtlMemory<int,int> *this_00;
  int *piVar1;
  int *__ptr;
  
  this_00 = (CUtlMemory<int,int> *)(this + 4);
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<int,int>::Purge(this_00);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
  ::Purge((CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
           *)(this + 0x18));
  CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
  ::RemoveAll((CUtlLinkedList<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CUtlHashFast<int,CUtlHashFastNoHash>::HashFastData_t_<int>,int>>>
               *)(this + 0x18));
  __ptr = *(int **)(this + 0x18);
  if (*(int **)(this + 0x18) != (int *)0x0) {
    do {
      piVar1 = (int *)*__ptr;
      free(__ptr);
      __ptr = piVar1;
    } while (piVar1 != (int *)0x0);
    *(undefined4 *)(this + 0x18) = 0;
    *(undefined4 *)(this + 0x1c) = 0;
  }
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<int,int>::Purge(this_00);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<int,int>::Purge(this_00);
  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)