CUtlStringList::~CUtlStringList
0x004704b0 · 155 bytes · __thiscall
_ZN14CUtlStringListD1Ev
Decompiled
undefined (1 param)
/* CUtlStringList::~CUtlStringList() */
void __thiscall CUtlStringList::~CUtlStringList(CUtlStringList *this)
{
int iVar1;
void *pvVar2;
int iVar3;
int iVar4;
if (0 < *(int *)(this + 0xc)) {
iVar3 = 0;
do {
pvVar2 = *(void **)(*(int *)this + iVar3 * 4);
if (pvVar2 != (void *)0x0) {
operator_delete__(pvVar2);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0xc));
}
*(undefined4 *)(this + 0xc) = 0;
iVar4 = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
iVar3 = *(int *)this;
*(int *)(this + 0x10) = iVar3;
if (0 < *(int *)(this + 0xc)) {
while( true ) {
iVar1 = iVar4 * 4;
iVar4 = iVar4 + 1;
operator_delete(*(void **)(iVar3 + iVar1));
if (*(int *)(this + 0xc) <= iVar4) break;
iVar3 = *(int *)this;
}
}
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)this);
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.