L L4D2node

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 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)