CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>::~CUtlVector
0x008ab080 · 43 bytes · __thiscall
_ZN10CUtlVectorIP18EntityLocationInfoI7CHandleI11CBaseEntityEE10CUtlMemoryIS5_iEED2Ev
Decompiled
undefined (1 param)
/* CUtlVector<EntityLocationInfo<CHandle<CBaseEntity> >*,
CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity> >*, int> >::~CUtlVector() */
void __thiscall
CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>
::~CUtlVector(CUtlVector<EntityLocationInfo<CHandle<CBaseEntity>>*,CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>>
*this)
{
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>::Purge
((CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int>::Purge
((CUtlMemory<EntityLocationInfo<CHandle<CBaseEntity>>*,int> *)this);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.