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 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.