CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>::RemoveAll
0x00831e00 · 188 bytes · __thiscall
_ZN10CUtlVectorIS_I10CUtlString10CUtlMemoryIS0_iEES1_IS3_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >,
CUtlMemory<CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >, int> >::RemoveAll() */
void __thiscall
CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
::RemoveAll(CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
*this)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
CUtlMemory<CUtlString,int> *this_00;
int local_28;
int local_24;
local_24 = *(int *)(this + 0xc) + -1;
if (-1 < local_24) {
local_28 = local_24 * 0x14;
do {
this_00 = (CUtlMemory<CUtlString,int> *)(local_28 + *(int *)this);
iVar3 = *(int *)(this_00 + 0xc) + -1;
iVar1 = iVar3 * 0x10;
for (; -1 < iVar3; iVar3 = iVar3 + -1) {
puVar2 = (undefined4 *)(*(int *)this_00 + iVar1);
if (-1 < (int)puVar2[2]) {
if ((void *)*puVar2 != (void *)0x0) {
free((void *)*puVar2);
*puVar2 = 0;
}
puVar2[1] = 0;
}
iVar1 = iVar1 + -0x10;
}
*(undefined4 *)(this_00 + 0xc) = 0;
CUtlMemory<CUtlString,int>::Purge(this_00);
*(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
CUtlMemory<CUtlString,int>::Purge(this_00);
local_24 = local_24 + -1;
local_28 = local_28 + -0x14;
} while (local_24 != -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.