CDmxElement::RemoveAllElementsRecursive
0x00be7f30 · 142 bytes · __thiscall
_ZN11CDmxElement26RemoveAllElementsRecursiveEv
Decompiled
undefined (1 param)
/* CDmxElement::RemoveAllElementsRecursive() */
void __thiscall CDmxElement::RemoveAllElementsRecursive(CDmxElement *this)
{
CDmxElement *this_00;
int iVar1;
int iVar2;
int local_30 [8];
local_30[0] = 0;
local_30[1] = 0;
local_30[2] = 0;
local_30[3] = 0;
local_30[4] = 0;
/* try { // try from 00be7f69 to 00be7f6d has its CatchHandler @ 00be7fbe */
AddElementsToDelete(this,(CUtlVector *)local_30);
iVar1 = local_30[3];
iVar2 = 0;
if (0 < local_30[3]) {
do {
this_00 = *(CDmxElement **)(local_30[0] + iVar2 * 4);
if (this_00 != (CDmxElement *)0x0) {
~CDmxElement(this_00);
}
iVar2 = iVar2 + 1;
} while (iVar2 != iVar1);
}
local_30[3] = 0;
CUtlMemory<CDmxElement*,int>::Purge((CUtlMemory<CDmxElement*,int> *)local_30);
local_30[4] = local_30[0];
CUtlMemory<CDmxElement*,int>::Purge((CUtlMemory<CDmxElement*,int> *)local_30);
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.