CUtlVector<VProfListenInfo_t,CUtlMemory<VProfListenInfo_t,int>>::~CUtlVector
0x00231d30 · 194 bytes · __thiscall
_ZN10CUtlVectorI17VProfListenInfo_t10CUtlMemoryIS0_iEED1Ev
Decompiled
undefined (1 param)
/* CUtlVector<VProfListenInfo_t, CUtlMemory<VProfListenInfo_t, int> >::~CUtlVector() */
void __thiscall
CUtlVector<VProfListenInfo_t,CUtlMemory<VProfListenInfo_t,int>>::~CUtlVector
(CUtlVector<VProfListenInfo_t,CUtlMemory<VProfListenInfo_t,int>> *this)
{
CUtlMemory<unsigned_char,int> *this_00;
int iVar1;
int iVar2;
int iVar3;
int local_24;
int local_20;
local_20 = *(int *)(this + 0xc) + -1;
if (-1 < local_20) {
local_24 = local_20 * 0x1c;
do {
iVar1 = local_24 + *(int *)this;
iVar2 = *(int *)(iVar1 + 0x14) + -1;
iVar3 = iVar2 * 0x10;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
this_00 = (CUtlMemory<unsigned_char,int> *)(*(int *)(iVar1 + 8) + iVar3);
iVar3 = iVar3 + -0x10;
CUtlMemory<unsigned_char,int>::Purge(this_00);
} while (iVar2 != -1);
}
*(undefined4 *)(iVar1 + 0x14) = 0;
CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)(iVar1 + 8));
*(undefined4 *)(iVar1 + 0x18) = *(undefined4 *)(iVar1 + 8);
CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)(iVar1 + 8));
local_20 = local_20 + -1;
local_24 = local_24 + -0x1c;
} while (local_20 != -1);
}
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<VProfListenInfo_t,int>::Purge((CUtlMemory<VProfListenInfo_t,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<VProfListenInfo_t,int>::Purge((CUtlMemory<VProfListenInfo_t,int> *)this);
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.