L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)