L L4D2node

CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::RemoveAll

0x007c1fd0 · 162 bytes · __thiscall

_ZN10CUtlVectorI15CCommandContext10CUtlMemoryIS0_iEE9RemoveAllEv

Decompiled

undefined (1 param)

/* CUtlVector<CCommandContext, CUtlMemory<CCommandContext, int> >::RemoveAll() */

void __thiscall
CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>>::RemoveAll
          (CUtlVector<CCommandContext,CUtlMemory<CCommandContext,int>> *this)

{
  undefined4 *puVar1;
  int iVar2;
  CUtlMemory<CUserCmd,int> *this_00;
  int iVar3;
  int local_24;
  int local_20;
  
  local_20 = *(int *)(this + 0xc) + -1;
  if (-1 < local_20) {
    local_24 = local_20 * 0x24;
    do {
      this_00 = (CUtlMemory<CUserCmd,int> *)(local_24 + *(int *)this);
      iVar2 = *(int *)(this_00 + 0xc) + -1;
      iVar3 = iVar2 * 0x58;
      if (-1 < iVar2) {
        do {
          iVar2 = iVar2 + -1;
          puVar1 = (undefined4 *)(*(int *)this_00 + iVar3);
          iVar3 = iVar3 + -0x58;
          (**(code **)*puVar1)(puVar1);
        } while (iVar2 != -1);
      }
      *(undefined4 *)(this_00 + 0xc) = 0;
      CUtlMemory<CUserCmd,int>::Purge(this_00);
      *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
      CUtlMemory<CUserCmd,int>::Purge(this_00);
      local_20 = local_20 + -1;
      local_24 = local_24 + -0x24;
    } while (local_20 != -1);
  }
  *(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)