L L4D2node

CUtlVectorInitialized<char_const*>::~CUtlVectorInitialized

0x0043b2f0 · 43 bytes · __thiscall

_ZN21CUtlVectorInitializedIPKcED1Ev

Decompiled

undefined (1 param)

/* CUtlVectorInitialized<char const*>::~CUtlVectorInitialized() */

void __thiscall
CUtlVectorInitialized<char_const*>::~CUtlVectorInitialized(CUtlVectorInitialized<char_const*> *this)

{
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)this);
  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)