L L4D2node

CClientState::~CClientState

0x001162a0 · 207 bytes · __thiscall

_ZN12CClientStateD1Ev

Decompiled

undefined (1 param)

/* CClientState::~CClientState() */

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

{
  int *piVar1;
  int *__ptr;
  
  *(undefined ***)this = &PTR__CClientState_002aa3c8;
  *(undefined ***)(this + 4) = &PTR__CClientState_002aa4d4;
  *(undefined ***)(this + 8) = &PTR__CClientState_002aa4e8;
  *(undefined **)(this + 0x49dc) = &DAT_002aa570;
  CUtlLinkedList<CEventInfo,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CEventInfo,int>>>::
  RemoveAll((CUtlLinkedList<CEventInfo,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CEventInfo,int>>>
             *)(this + 0x4af8));
  __ptr = *(int **)(this + 0x4af8);
  if (*(int **)(this + 0x4af8) != (int *)0x0) {
    do {
      piVar1 = (int *)*__ptr;
      free(__ptr);
      __ptr = piVar1;
    } while (piVar1 != (int *)0x0);
    *(undefined4 *)(this + 0x4af8) = 0;
    *(undefined4 *)(this + 0x4afc) = 0;
  }
  *(undefined4 *)(this + 0x4aa0) = 0;
  CUtlMemory<AddAngle,int>::Purge((CUtlMemory<AddAngle,int> *)(this + 0x4a94));
  *(undefined4 *)(this + 0x4aa4) = *(undefined4 *)(this + 0x4a94);
  CUtlMemory<AddAngle,int>::Purge((CUtlMemory<AddAngle,int> *)(this + 0x4a94));
  *(undefined ***)(this + 0x49dc) = &PTR__CClientFrameManager_002aa3a8;
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x49dc),-1);
  CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x49e4));
  CBaseClientState::~CBaseClientState((CBaseClientState *)this);
  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)