L L4D2node

CBaseClientState::~CBaseClientState

0x001061a0 · 161 bytes · __thiscall

_ZN16CBaseClientStateD1Ev

Decompiled

undefined (1 param)

/* CBaseClientState::~CBaseClientState() */

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

{
  CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_00;
  CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_01;
  
  *(undefined ***)this = &PTR__CBaseClientState_002a7f28;
  *(undefined ***)(this + 4) = &PTR__CBaseClientState_002a8008;
  *(undefined ***)(this + 8) = &PTR__CBaseClientState_002a801c;
  if (*(int *)(this + 0x164) != 0) {
    KeyValues::deleteThis();
    *(undefined4 *)(this + 0x164) = 0;
  }
  this_01 = (CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)(this + 0x174);
  CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::RemoveAll(this_01);
  CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_01);
  *(undefined4 *)(this + 0x184) = *(undefined4 *)(this + 0x174);
  this_00 = (CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)(this + 0x2c);
  CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_01);
  CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::RemoveAll(this_00);
  CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_00);
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_00);
  *(undefined ***)(this + 8) = &PTR__INetMessageHandler_002a6868;
  *(undefined ***)(this + 4) = &PTR__IConnectionlessPacketHandler_002a7ed0;
  *(undefined ***)this = &PTR__INetChannelHandler_002a6828;
  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)