CUtlRBTree<VisibilityCacheEntry_t,unsigned_short,CVisibilityCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short>>::~CUtlRBTree
0x005f99e0 · 62 bytes · __thiscall
_ZN10CUtlRBTreeI22VisibilityCacheEntry_tt25CVisibilityCacheEntryLess10CUtlMemoryI15UtlRBTreeNode_tIS0_tEtEED2Ev
Decompiled
undefined (1 param)
/* CUtlRBTree<VisibilityCacheEntry_t, unsigned short, CVisibilityCacheEntryLess,
CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t, unsigned short>, unsigned short>
>::~CUtlRBTree() */
void __thiscall
CUtlRBTree<VisibilityCacheEntry_t,unsigned_short,CVisibilityCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short>>
::~CUtlRBTree(CUtlRBTree<VisibilityCacheEntry_t,unsigned_short,CVisibilityCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short>>
*this)
{
RemoveAll(this);
*(undefined2 *)(this + 0x14) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short> *)
(this + 4));
*(undefined2 *)(this + 0x16) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlRBTreeNode_t<VisibilityCacheEntry_t,unsigned_short>,unsigned_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.