CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::~CUtlMap
0x005a14a0 · 62 bytes · __thiscall
_ZN7CUtlMapIPK11studiohdr_t29StudioHdrToActivityMapEntry_ttED1Ev
Decompiled
undefined (1 param)
/* CUtlMap<studiohdr_t const*, StudioHdrToActivityMapEntry_t, unsigned short>::~CUtlMap() */
void __thiscall
CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::~CUtlMap
(CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short> *this)
{
CUtlRBTree<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)this);
*(undefined2 *)(this + 0x14) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
*)(this + 4));
*(undefined2 *)(this + 0x16) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<studiohdr_t_const*,StudioHdrToActivityMapEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
*)(this + 4));
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.