L L4D2node

CSendNode::~CSendNode

0x001423d0 · 138 bytes · __thiscall

_ZN9CSendNodeD2Ev

Decompiled

undefined (1 param)

/* CSendNode::~CSendNode() */

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

{
  CSendNode *this_00;
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0xc) + -1;
  iVar2 = iVar1 * 4;
  if (-1 < iVar1) {
    do {
      this_00 = *(CSendNode **)(*(int *)this + iVar2);
      if (this_00 != (CSendNode *)0x0) {
        ~CSendNode(this_00);
        operator_delete(this_00);
      }
      iVar1 = iVar1 + -1;
      iVar2 = iVar2 + -4;
    } while (iVar1 != -1);
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CSendNode*,int>::Purge((CUtlMemory<CSendNode*,int> *)this);
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CSendNode*,int>::Purge((CUtlMemory<CSendNode*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CSendNode*,int>::Purge((CUtlMemory<CSendNode*,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)