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 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.