L L4D2node

CUtlVector<ScrimmageUpdate::PlayerFlowType,CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>>::~CUtlVector

0x00989ed0 · 43 bytes · __thiscall

_ZN10CUtlVectorIN15ScrimmageUpdate14PlayerFlowTypeE10CUtlMemoryIS1_iEED2Ev

Decompiled

undefined (1 param)

/* CUtlVector<ScrimmageUpdate::PlayerFlowType, CUtlMemory<ScrimmageUpdate::PlayerFlowType, int>
   >::~CUtlVector() */

void __thiscall
CUtlVector<ScrimmageUpdate::PlayerFlowType,CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>>::
~CUtlVector(CUtlVector<ScrimmageUpdate::PlayerFlowType,CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>>
            *this)

{
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>::Purge
            ((CUtlMemory<ScrimmageUpdate::PlayerFlowType,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<ScrimmageUpdate::PlayerFlowType,int>::Purge
            ((CUtlMemory<ScrimmageUpdate::PlayerFlowType,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)