L L4D2node

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 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)