CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::~CUtlVector
0x004707b0 · 44 bytes · __thiscall
_ZN10CUtlVectorIN15CMultiplayRules15ResponseRules_tE10CUtlMemoryIS1_iEED2Ev
Decompiled
undefined (1 param)
/* CUtlVector<CMultiplayRules::ResponseRules_t, CUtlMemory<CMultiplayRules::ResponseRules_t, int>
>::~CUtlVector() */
void __thiscall
CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::
~CUtlVector(CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
*this)
{
RemoveAll(this);
CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
((CUtlMemory<CMultiplayRules::ResponseRules_t,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
((CUtlMemory<CMultiplayRules::ResponseRules_t,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.