CUtlVector<CEventAbsoluteTag,CUtlMemory<CEventAbsoluteTag,int>>::RemoveAll
0x00baedf0 · 70 bytes · __thiscall
_ZN10CUtlVectorI17CEventAbsoluteTag10CUtlMemoryIS0_iEE9RemoveAllEv
Decompiled
undefined (1 param)
/* CUtlVector<CEventAbsoluteTag, CUtlMemory<CEventAbsoluteTag, int> >::RemoveAll() */
void __thiscall
CUtlVector<CEventAbsoluteTag,CUtlMemory<CEventAbsoluteTag,int>>::RemoveAll
(CUtlVector<CEventAbsoluteTag,CUtlMemory<CEventAbsoluteTag,int>> *this)
{
CUtlMemory<unsigned_char,int> *this_00;
int iVar1;
int iVar2;
iVar1 = *(int *)(this + 0xc) + -1;
if (-1 < iVar1) {
iVar2 = iVar1 * 0x1c;
do {
iVar1 = iVar1 + -1;
this_00 = (CUtlMemory<unsigned_char,int> *)(*(int *)this + iVar2);
iVar2 = iVar2 + -0x1c;
CUtlMemory<unsigned_char,int>::Purge(this_00);
} 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.