L L4D2node

CMeleeWeaponInfoStore::DeleteAllInfo

0x00544a00 · 112 bytes · __thiscall

_ZN21CMeleeWeaponInfoStore13DeleteAllInfoEv

Decompiled

undefined (1 param)

/* CMeleeWeaponInfoStore::DeleteAllInfo() */

void __thiscall CMeleeWeaponInfoStore::DeleteAllInfo(CMeleeWeaponInfoStore *this)

{
  CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
  *this_00;
  CMeleeWeaponInfo *this_01;
  int iVar1;
  
  this_00 = (CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
             *)(this + 0xc);
  for (iVar1 = CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
               ::FirstInorder(this_00); iVar1 != -1;
      iVar1 = CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
              ::NextInorder(this_00,iVar1)) {
    this_01 = *(CMeleeWeaponInfo **)(iVar1 * 0x18 + *(int *)(this + 0x10) + 0x14);
    if (this_01 != (CMeleeWeaponInfo *)0x0) {
      CMeleeWeaponInfo::~CMeleeWeaponInfo(this_01);
      operator_delete(this_01);
    }
  }
  CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
  ::RemoveAll(this_00);
  *(undefined4 *)(this + 0x3c) = 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)