CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::RemoveAll
0x0043a630 · 104 bytes · __thiscall
_ZN10CUtlVectorIN15CMultiplayRules15ResponseRules_tE10CUtlMemoryIS1_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<CMultiplayRules::ResponseRules_t, CUtlMemory<CMultiplayRules::ResponseRules_t, int>
>::RemoveAll() */
void __thiscall
CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::
RemoveAll(CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
*this)
{
CUtlMemory<IResponseSystem*,int> *this_00;
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0xc) + -1;
if (-1 < iVar1) {
iVar2 = iVar1 * 0x14;
do {
iVar1 = iVar1 + -1;
this_00 = (CUtlMemory<IResponseSystem*,int> *)(*(int *)this + iVar2);
iVar2 = iVar2 + -0x14;
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<IResponseSystem*,int>::Purge(this_00);
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
CUtlMemory<IResponseSystem*,int>::Purge(this_00);
} while (iVar1 != -1);
}
*(undefined4 *)(this + 0xc) = 0;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.