L L4D2node

CUtlDict<ConceptHistory_t,int>::RemoveAll

0x005d5a60 · 85 bytes · __thiscall

_ZN8CUtlDictI16ConceptHistory_tiE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlDict<ConceptHistory_t, int>::RemoveAll() */

void __thiscall CUtlDict<ConceptHistory_t,int>::RemoveAll(CUtlDict<ConceptHistory_t,int> *this)

{
  int iVar1;
  
  for (iVar1 = CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
               ::FirstInorder((CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
                               *)this); iVar1 != -1;
      iVar1 = CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
              ::NextInorder((CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
                             *)this,iVar1)) {
    free(*(void **)(iVar1 * 0xd4 + *(int *)(this + 4) + 0x10));
  }
  CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,int,CUtlMap<char_const*,ConceptHistory_t,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,ConceptHistory_t,int>::Node_t,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)