CUtlVector<TemplateEntityData_t*,CUtlMemory<TemplateEntityData_t*,int>>::~CUtlVector
0x0083ec50 · 43 bytes · __thiscall
_ZN10CUtlVectorIP20TemplateEntityData_t10CUtlMemoryIS1_iEED2Ev
Decompiled
undefined (1 param)
/* CUtlVector<TemplateEntityData_t*, CUtlMemory<TemplateEntityData_t*, int> >::~CUtlVector() */
void __thiscall
CUtlVector<TemplateEntityData_t*,CUtlMemory<TemplateEntityData_t*,int>>::~CUtlVector
(CUtlVector<TemplateEntityData_t*,CUtlMemory<TemplateEntityData_t*,int>> *this)
{
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<TemplateEntityData_t*,int>::Purge((CUtlMemory<TemplateEntityData_t*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<TemplateEntityData_t*,int>::Purge((CUtlMemory<TemplateEntityData_t*,int> *)this);
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.