CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>::RemoveAll
0x0049cc80 · 114 bytes · __thiscall
_ZN10CUtlVectorIN9CPropData25propdata_breakablechunk_tE10CUtlMemoryIS1_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<CPropData::propdata_breakablechunk_t, CUtlMemory<CPropData::propdata_breakablechunk_t,
int> >::RemoveAll() */
void __thiscall
CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
::RemoveAll(CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
*this)
{
int iVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0xc) + -1;
if (-1 < iVar2) {
iVar3 = iVar2 * 0x18;
do {
iVar2 = iVar2 + -1;
iVar1 = *(int *)this + iVar3;
iVar3 = iVar3 + -0x18;
*(undefined4 *)(iVar1 + 0x10) = 0;
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(iVar1 + 4));
*(undefined4 *)(iVar1 + 0x14) = *(undefined4 *)(iVar1 + 4);
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(iVar1 + 4));
} while (iVar2 != -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.