L L4D2node

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 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)