CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::RemoveAll
0x008fa6e0 · 71 bytes · __thiscall
_ZN10CUtlVectorI19SurvivorBotSaveData10CUtlMemoryIS0_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<SurvivorBotSaveData, CUtlMemory<SurvivorBotSaveData, int> >::RemoveAll() */
void __thiscall
CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>>::RemoveAll
(CUtlVector<SurvivorBotSaveData,CUtlMemory<SurvivorBotSaveData,int>> *this)
{
int iVar1;
iVar1 = *(int *)(this + 0xc) + -1;
if (-1 < iVar1) {
do {
iVar1 = iVar1 + -1;
KeyValues::deleteThis();
} while (iVar1 != -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.