L L4D2node

DispInfo_DeleteArray

0x00137dd0 · 104 bytes · __cdecl

_Z20DispInfo_DeleteArrayPv

Decompiled

undefined (1 param)

/* DispInfo_DeleteArray(void*) */

void DispInfo_DeleteArray(void *param_1)

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  
  if (param_1 == (void *)0x0) {
    return;
  }
  puVar1 = *(undefined4 **)((int)param_1 + 4);
  if (puVar1 != (undefined4 *)0x0) {
    puVar2 = puVar1 + puVar1[-1] * 0x9b;
    if (puVar1 != puVar2) {
      do {
        puVar2 = puVar2 + -0x9b;
        (**(code **)*puVar2)(puVar2);
        puVar1 = *(undefined4 **)((int)param_1 + 4);
      } while (puVar1 != puVar2);
    }
    operator_delete__(puVar1 + -1);
  }
  operator_delete(param_1);
  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)