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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.