L L4D2node

CDownloadListGenerator::~CDownloadListGenerator

0x00140aa0 · 110 bytes · __thiscall

_ZN22CDownloadListGeneratorD2Ev

Decompiled

undefined (1 param)

/* CDownloadListGenerator::~CDownloadListGenerator() */

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

{
  *(undefined4 *)(this + 0x1a0) = 0;
  CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
            ((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x194));
  *(undefined4 *)(this + 0x1a4) = *(undefined4 *)(this + 0x194);
  CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
            ((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x194));
  *(undefined4 *)(this + 0x18c) = 0;
  CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
            ((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x180));
  *(undefined4 *)(this + 400) = *(undefined4 *)(this + 0x180);
  CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
            ((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x180));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x144));
  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)