L L4D2node

CUtlVector<Response,CUtlMemoryConservative<Response>>::~CUtlVector

0x005bec80 · 103 bytes · __thiscall

_ZN10CUtlVectorI8Response22CUtlMemoryConservativeIS0_EED1Ev

Decompiled

undefined (1 param)

/* CUtlVector<Response, CUtlMemoryConservative<Response> >::~CUtlVector() */

void __thiscall
CUtlVector<Response,CUtlMemoryConservative<Response>>::~CUtlVector
          (CUtlVector<Response,CUtlMemoryConservative<Response>> *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 8) + -1;
  if (-1 < iVar2) {
    iVar3 = iVar2 * 0x50;
    do {
      iVar2 = iVar2 + -1;
      iVar1 = *(int *)this + iVar3;
      iVar3 = iVar3 + -0x50;
      AI_ResponseParams::ScriptFollowup_t::~ScriptFollowup_t((ScriptFollowup_t *)(iVar1 + 0x19));
    } while (iVar2 != -1);
  }
  *(undefined4 *)(this + 8) = 0;
  free(*(void **)this);
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)this = 0;
  *(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)