CUtlVector<SavedPropPhysics,CUtlMemory<SavedPropPhysics,int>>::~CUtlVector
0x00869bf0 · 89 bytes · __thiscall
_ZN10CUtlVectorI16SavedPropPhysics10CUtlMemoryIS0_iEED1Ev
Decompiled
undefined (1 param)
/* CUtlVector<SavedPropPhysics, CUtlMemory<SavedPropPhysics, int> >::~CUtlVector() */
void __thiscall
CUtlVector<SavedPropPhysics,CUtlMemory<SavedPropPhysics,int>>::~CUtlVector
(CUtlVector<SavedPropPhysics,CUtlMemory<SavedPropPhysics,int>> *this)
{
undefined4 *puVar1;
int iVar2;
int iVar3;
iVar2 = *(int *)(this + 0xc) + -1;
iVar3 = iVar2 * 8;
if (-1 < iVar2) {
do {
iVar2 = iVar2 + -1;
puVar1 = (undefined4 *)(*(int *)this + iVar3);
iVar3 = iVar3 + -8;
(**(code **)*puVar1)(puVar1);
} while (iVar2 != -1);
}
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<SavedPropPhysics,int>::Purge((CUtlMemory<SavedPropPhysics,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<SavedPropPhysics,int>::Purge((CUtlMemory<SavedPropPhysics,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.