L L4D2node

DownloadManager::PruneCompletedRequests

0x0013dbf0 · 136 bytes · __thiscall

_ZN15DownloadManager22PruneCompletedRequestsEv

Decompiled

undefined (1 param)

/* DownloadManager::PruneCompletedRequests() */

void __thiscall DownloadManager::PruneCompletedRequests(DownloadManager *this)

{
  void *pvVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x24) + -1;
  iVar3 = iVar2 * 4;
  if (-1 < iVar2) {
    do {
      pvVar1 = *(void **)(*(int *)(this + 0x18) + iVar3);
      if ((*(char *)((int)pvVar1 + 1) != '\0') || (*(char *)((int)pvVar1 + 3) == '\0')) {
        if (*(void **)((int)pvVar1 + 0x524) != (void *)0x0) {
          operator_delete__(*(void **)((int)pvVar1 + 0x524));
          pvVar1 = *(void **)(*(int *)(this + 0x18) + iVar3);
        }
        operator_delete(pvVar1);
        CUtlVector<RequestContext*,CUtlMemory<RequestContext*,int>>::ShiftElementsLeft
                  ((CUtlVector<RequestContext*,CUtlMemory<RequestContext*,int>> *)(this + 0x18),
                   iVar2,1);
        *(int *)(this + 0x24) = *(int *)(this + 0x24) + -1;
      }
      iVar2 = iVar2 + -1;
      iVar3 = iVar3 + -4;
    } while (iVar2 != -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)