L L4D2node

CUtlSymbolTable::RemoveAll

0x00050540 · 100 bytes · __thiscall

_ZN15CUtlSymbolTable9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlSymbolTable::RemoveAll() */

void __thiscall CUtlSymbolTable::RemoveAll(CUtlSymbolTable *this)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  CUtlRBTree<CUtlSymbolTable::CStringPoolIndex,unsigned_short,CUtlSymbolTable::CLess,CUtlMemory<UtlRBTreeNode_t<CUtlSymbolTable::CStringPoolIndex,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlSymbolTable::CStringPoolIndex,unsigned_short,CUtlSymbolTable::CLess,CUtlMemory<UtlRBTreeNode_t<CUtlSymbolTable::CStringPoolIndex,unsigned_short>,unsigned_short>>
               *)this);
  *(undefined2 *)(this + 0x14) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlSymbolTable::CStringPoolIndex,unsigned_short>,unsigned_short>::
  Purge((CUtlMemory<UtlRBTreeNode_t<CUtlSymbolTable::CStringPoolIndex,unsigned_short>,unsigned_short>
         *)(this + 4));
  *(undefined2 *)(this + 0x16) = 0xffff;
  if (0 < *(int *)(this + 0x30)) {
    do {
      iVar1 = iVar2 * 4;
      iVar2 = iVar2 + 1;
      free(*(void **)(*(int *)(this + 0x24) + iVar1));
    } while (iVar2 < *(int *)(this + 0x30));
  }
  *(undefined4 *)(this + 0x30) = 0;
  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)