CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>>::RemoveAll
0x00205390 · 114 bytes · __thiscall
_ZN10CUtlVectorI13CMasterserver10CUtlMemoryIS0_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<CMasterserver, CUtlMemory<CMasterserver, int> >::RemoveAll() */
void __thiscall
CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>>::RemoveAll
(CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>> *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0xc) + -1;
if (-1 < iVar2) {
iVar3 = iVar2 * 0x24;
do {
iVar2 = iVar2 + -1;
iVar1 = *(int *)this + iVar3;
iVar3 = iVar3 + -0x24;
*(undefined4 *)(iVar1 + 0x1c) = 0;
CUtlMemory<CHeartbeat,int>::Purge((CUtlMemory<CHeartbeat,int> *)(iVar1 + 0x10));
*(undefined4 *)(iVar1 + 0x20) = *(undefined4 *)(iVar1 + 0x10);
CUtlMemory<CHeartbeat,int>::Purge((CUtlMemory<CHeartbeat,int> *)(iVar1 + 0x10));
} while (iVar2 != -1);
}
*(undefined4 *)(this + 0xc) = 0;
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.