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 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.