CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>::~CUtlRBTree
0x0021aa50 · 58 bytes · __thiscall
_ZN10CUtlRBTreeIN7CUtlMapIPKciiE6Node_tEiNS3_8CKeyLessE10CUtlMemoryI15UtlRBTreeNode_tIS4_iEiEED2Ev
Decompiled
undefined (1 param)
/* CUtlRBTree<CUtlMap<char const*, int, int>::Node_t, int, CUtlMap<char const*, int, int>::CKeyLess,
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char const*, int, int>::Node_t, int>, int> >::~CUtlRBTree() */
void __thiscall
CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
::~CUtlRBTree(CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
*this)
{
RemoveAll(this);
*(undefined4 *)(this + 0x18) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)(this + 4)
);
*(undefined4 *)(this + 0x1c) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)(this + 4)
);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.