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 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.