CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>::~CUtlRBTree
0x005ab310 · 62 bytes · __thiscall
_ZN10CUtlRBTreeIN14AI_CriteriaSet11CritEntry_tEsPFbRKS1_S3_E10CUtlMemoryI15UtlRBTreeNode_tIS1_sEsEED1Ev
Decompiled
undefined (1 param)
/* CUtlRBTree<AI_CriteriaSet::CritEntry_t, short, bool (*)(AI_CriteriaSet::CritEntry_t const&,
AI_CriteriaSet::CritEntry_t const&), CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,
short>, short> >::~CUtlRBTree() */
void __thiscall
CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
::~CUtlRBTree(CUtlRBTree<AI_CriteriaSet::CritEntry_t,short,bool(*)(AI_CriteriaSet::CritEntry_t_const&,AI_CriteriaSet::CritEntry_t_const&),CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>>
*this)
{
RemoveAll(this);
*(undefined2 *)(this + 0x14) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>::Purge
((CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short> *)(this + 4));
*(undefined2 *)(this + 0x16) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short>::Purge
((CUtlMemory<UtlRBTreeNode_t<AI_CriteriaSet::CritEntry_t,short>,short> *)(this + 4));
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.