L L4D2node

CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>::~CUtlVector

0x005a1280 · 44 bytes · __thiscall

_ZN10CUtlVectorIS_IN10CStudioHdr26CActivityToSequenceMapping13HashValueTypeE10CUtlMemoryIS2_iEES3_IS5_iEED2Ev

Decompiled

undefined (1 param)

/* CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,
   CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType, int> >,
   CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,
   CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType, int> >, int> >::~CUtlVector()
    */

void __thiscall
CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
::~CUtlVector(CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
              *this)

{
  RemoveAll(this);
  CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
  ::Purge((CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
           *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
  ::Purge((CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>
           *)this);
  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)