L L4D2node

CDispCollTree::~CDispCollTree

0x000cd910 · 334 bytes · __thiscall

_ZN13CDispCollTreeD1Ev

Decompiled

undefined (1 param)

/* CDispCollTree::~CDispCollTree() */

void __thiscall CDispCollTree::~CDispCollTree(CDispCollTree *this)

{
  CUtlMemory<Vector,int> *this_00;
  
  *(undefined ***)this = &PTR_Create_002a2a50;
  if (*(memhandle_t__ **)(this + 0x24) != (memhandle_t__ *)&DAT_ffffffff) {
    CDataManagerBase::DestroyResource
              ((CDataManagerBase *)&g_DispCollTriCache,*(memhandle_t__ **)(this + 0x24));
  }
  this_00 = (CUtlMemory<Vector,int> *)(this + 0xc4);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x70);
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0x8c) = *(undefined4 *)(this + 0x80);
  CUtlMemory<Vector,int>::Purge(this_00);
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0xd4) = *(undefined4 *)(this + 0xc4);
  CUtlMemory<Vector,int>::Purge(this_00);
  *(undefined4 *)(this + 0xd4) = *(undefined4 *)(this + 0xc4);
  CUtlMemory<Vector,int>::Purge(this_00);
  *(undefined4 *)(this + 0xbc) = 0;
  CUtlMemory<CDispCollTriCache,int>::Purge((CUtlMemory<CDispCollTriCache,int> *)(this + 0xb0));
  *(undefined4 *)(this + 0xc0) = *(undefined4 *)(this + 0xb0);
  CUtlMemory<CDispCollTriCache,int>::Purge((CUtlMemory<CDispCollTriCache,int> *)(this + 0xb0));
  *(undefined4 *)(this + 0xa8) = 0;
  *(undefined4 *)(this + 0xa4) = 0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0xac) = *(undefined4 *)(this + 0xa0);
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x9c) = *(undefined4 *)(this + 0x90);
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x8c) = *(undefined4 *)(this + 0x80);
  *(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x70);
  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)