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 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.