L L4D2node

CUtlHash<EntsByStringList_t,CEntsByStringHashFuncs,CEntsByStringHashFuncs>::~CUtlHash

0x0067fb60 · 109 bytes · __thiscall

_ZN8CUtlHashI18EntsByStringList_t22CEntsByStringHashFuncsS1_ED2Ev

Decompiled

undefined (1 param)

/* CUtlHash<EntsByStringList_t, CEntsByStringHashFuncs, CEntsByStringHashFuncs>::~CUtlHash() */

void __thiscall
CUtlHash<EntsByStringList_t,CEntsByStringHashFuncs,CEntsByStringHashFuncs>::~CUtlHash
          (CUtlHash<EntsByStringList_t,CEntsByStringHashFuncs,CEntsByStringHashFuncs> *this)

{
  int iVar1;
  CUtlMemory<EntsByStringList_t,int> *this_00;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar1 = *(int *)(this + 0xc);
  if (0 < iVar1) {
    iVar2 = 0;
    do {
      iVar3 = iVar3 + 1;
      this_00 = (CUtlMemory<EntsByStringList_t,int> *)(*(int *)this + iVar2);
      iVar2 = iVar2 + 0x14;
      *(undefined4 *)(this_00 + 0xc) = 0;
      CUtlMemory<EntsByStringList_t,int>::Purge(this_00);
      *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
    } while (iVar3 != iVar1);
  }
  CUtlVector<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,int>>
  ::RemoveAll((CUtlVector<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,int>>
               *)this);
  CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,int> *)
             this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_t,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<EntsByStringList_t,CUtlMemory<EntsByStringList_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)