L L4D2node

CBaseServer::~CBaseServer

0x0010c2d0 · 234 bytes · __thiscall

_ZN11CBaseServerD2Ev

Decompiled

undefined (1 param)

/* CBaseServer::~CBaseServer() */

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

{
  *(undefined ***)this = &PTR__CBaseServer_002a9708;
  *(undefined4 *)(this + 0x19c) = 0;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 400));
  *(undefined4 *)(this + 0x1a0) = *(undefined4 *)(this + 400);
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 400));
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x180));
  *(undefined4 *)(this + 0x164) = 0;
  CUtlMemory<CBaseServer::SplitDisconnect_t,int>::Purge
            ((CUtlMemory<CBaseServer::SplitDisconnect_t,int> *)(this + 0x158));
  *(undefined4 *)(this + 0x168) = *(undefined4 *)(this + 0x158);
  CUtlMemory<CBaseServer::SplitDisconnect_t,int>::Purge
            ((CUtlMemory<CBaseServer::SplitDisconnect_t,int> *)(this + 0x158));
  *(undefined4 *)(this + 0x138) = 0;
  CUtlMemory<challenge_t,int>::Purge((CUtlMemory<challenge_t,int> *)(this + 300));
  *(undefined4 *)(this + 0x13c) = *(undefined4 *)(this + 300);
  CUtlMemory<challenge_t,int>::Purge((CUtlMemory<challenge_t,int> *)(this + 300));
  *(undefined4 *)(this + 0x120) = 0;
  CUtlMemory<CBaseClient*,int>::Purge((CUtlMemory<CBaseClient*,int> *)(this + 0x114));
  *(undefined4 *)(this + 0x124) = *(undefined4 *)(this + 0x114);
  CUtlMemory<CBaseClient*,int>::Purge((CUtlMemory<CBaseClient*,int> *)(this + 0x114));
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0xec));
  *(undefined ***)this = &PTR__IConnectionlessPacketHandler_002a7ed0;
  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)