CCopyableUtlVector<GCSDK::FKColumnRelation_t>::~CCopyableUtlVector
0x000903a0 · 55 bytes · __thiscall
_ZN18CCopyableUtlVectorIN5GCSDK18FKColumnRelation_tEED1Ev
Decompiled
undefined (1 param)
/* CCopyableUtlVector<GCSDK::FKColumnRelation_t>::~CCopyableUtlVector() */
void __thiscall
CCopyableUtlVector<GCSDK::FKColumnRelation_t>::~CCopyableUtlVector
(CCopyableUtlVector<GCSDK::FKColumnRelation_t> *this)
{
*(undefined ***)this = &PTR__CCopyableUtlVector_000b6100;
*(undefined4 *)(this + 0x10) = 0;
CUtlMemory<GCSDK::FKColumnRelation_t,int>::Purge
((CUtlMemory<GCSDK::FKColumnRelation_t,int> *)(this + 4));
*(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
CUtlMemory<GCSDK::FKColumnRelation_t,int>::Purge
((CUtlMemory<GCSDK::FKColumnRelation_t,int> *)(this + 4));
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.