L L4D2node

CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::~CUtlVector

0x000378b0 · 120 bytes · __thiscall

_ZN10CUtlVectorI10CUtlString10CUtlMemoryIS0_iEED2Ev

Decompiled

undefined (1 param)

/* CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >::~CUtlVector() */

void __thiscall
CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::~CUtlVector
          (CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *this)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0xc) + -1;
  iVar3 = iVar2 * 0x10;
  for (; -1 < iVar2; iVar2 = iVar2 + -1) {
    puVar1 = (undefined4 *)(*(int *)this + iVar3);
    if (-1 < (int)puVar1[2]) {
      if ((void *)*puVar1 != (void *)0x0) {
        free((void *)*puVar1);
        *puVar1 = 0;
      }
      puVar1[1] = 0;
    }
    iVar3 = iVar3 + -0x10;
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,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)