L L4D2node

DownloadManager::~DownloadManager

0x0013df70 · 156 bytes · __thiscall

_ZN15DownloadManagerD2Ev

Decompiled

undefined (1 param)

/* DownloadManager::~DownloadManager() */

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

{
  void *pvVar1;
  int iVar2;
  
  iVar2 = 0;
  Reset(this);
  if (0 < *(int *)(this + 0x44)) {
    do {
      pvVar1 = *(void **)(*(int *)(this + 0x38) + iVar2 * 4);
      if (pvVar1 != (void *)0x0) {
        operator_delete__(pvVar1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x44));
  }
  *(undefined4 *)(this + 0x44) = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x38));
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(this + 0x38);
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x38));
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<RequestContext*,int>::Purge((CUtlMemory<RequestContext*,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<RequestContext*,int>::Purge((CUtlMemory<RequestContext*,int> *)(this + 0x18));
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<RequestContext*,int>::Purge((CUtlMemory<RequestContext*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<RequestContext*,int>::Purge((CUtlMemory<RequestContext*,int> *)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)