L L4D2node

CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::RemoveAll

0x004b69e0 · 165 bytes · __thiscall

_ZN10CUtlVectorI14AsyncCaption_t10CUtlMemoryIS0_iEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlVector<AsyncCaption_t, CUtlMemory<AsyncCaption_t, int> >::RemoveAll() */

void __thiscall
CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::RemoveAll
          (CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *this)

{
  CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>
  *this_00;
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0xc) + -1;
  iVar2 = iVar1 * 0x54;
  if (-1 < iVar1) {
    do {
      iVar1 = iVar1 + -1;
      this_00 = (CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>
                 *)(*(int *)this + iVar2);
      iVar2 = iVar2 + -0x54;
      *(undefined4 *)(this_00 + 0x28) = 0;
      CUtlMemory<CaptionLookup_t,int>::Purge((CUtlMemory<CaptionLookup_t,int> *)(this_00 + 0x1c));
      *(undefined4 *)(this_00 + 0x2c) = *(undefined4 *)(this_00 + 0x1c);
      CUtlMemory<CaptionLookup_t,int>::Purge((CUtlMemory<CaptionLookup_t,int> *)(this_00 + 0x1c));
      CUtlRBTree<AsyncCaption_t::BlockInfo_t,unsigned_short,bool(*)(AsyncCaption_t::BlockInfo_t_const&,AsyncCaption_t::BlockInfo_t_const&),CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>>
      ::RemoveAll(this_00);
      *(undefined2 *)(this_00 + 0x14) = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>::Purge
                ((CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>
                  *)(this_00 + 4));
      *(undefined2 *)(this_00 + 0x16) = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>::Purge
                ((CUtlMemory<UtlRBTreeNode_t<AsyncCaption_t::BlockInfo_t,unsigned_short>,unsigned_short>
                  *)(this_00 + 4));
    } while (iVar1 != -1);
  }
  *(undefined4 *)(this + 0xc) = 0;
  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)