L L4D2node

CWordTag::~CWordTag

0x000de970 · 163 bytes · __thiscall

_ZN8CWordTagD1Ev

Decompiled

undefined (1 param)

/* CWordTag::~CWordTag() */

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

{
  void *pvVar1;
  int iVar2;
  
  if (*(void **)(this + 0x28) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x28));
  }
  iVar2 = *(int *)(this + 0x14);
  do {
    if (iVar2 < 1) {
LAB_000de9c5:
      *(undefined4 *)(this + 0x14) = 0;
      CUtlMemory<CPhonemeTag*,int>::Purge((CUtlMemory<CPhonemeTag*,int> *)(this + 8));
      *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
      CUtlMemory<CPhonemeTag*,int>::Purge((CUtlMemory<CPhonemeTag*,int> *)(this + 8));
      return;
    }
    pvVar1 = (void *)**(undefined4 **)(this + 8);
    if (pvVar1 != (void *)0x0) {
      if (*(void **)((int)pvVar1 + 0x14) != (void *)0x0) {
        operator_delete__(*(void **)((int)pvVar1 + 0x14));
      }
      operator_delete(pvVar1);
    }
    iVar2 = *(int *)(this + 0x14) + -1;
    if (iVar2 < 1) {
      *(int *)(this + 0x14) = iVar2;
      goto LAB_000de9c5;
    }
    _V_memmove(*(void **)(this + 8),(void *)((int)*(void **)(this + 8) + 4),iVar2 * 4);
    iVar2 = *(int *)(this + 0x14) + -1;
    *(int *)(this + 0x14) = iVar2;
  } while( true );
}

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)