L L4D2node

CClientSendTable::~CClientSendTable

0x0014eb10 · 279 bytes · __thiscall

_ZN16CClientSendTableD1Ev

Decompiled

undefined (1 param)

/* CClientSendTable::~CClientSendTable() */

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

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  
  if (*(void **)(this + 8) != (void *)0x0) {
    operator_delete__(*(void **)(this + 8));
  }
  puVar1 = *(undefined4 **)this;
  if (0 < *(int *)(this + 4)) {
    iVar3 = 0;
    do {
      puVar2 = puVar1 + iVar3 * 0x15;
      if ((void *)puVar2[0xc] != (void *)0x0) {
        operator_delete__((void *)puVar2[0xc]);
        puVar1 = *(undefined4 **)this;
        puVar2 = puVar1 + iVar3 * 0x15;
      }
      if ((void *)puVar2[10] != (void *)0x0) {
        operator_delete__((void *)puVar2[10]);
        puVar1 = *(undefined4 **)this;
        puVar2 = puVar1 + iVar3 * 0x15;
      }
      if ((void *)puVar2[0xb] != (void *)0x0) {
        operator_delete__((void *)puVar2[0xb]);
        puVar1 = *(undefined4 **)this;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 4));
  }
  if (puVar1 != (undefined4 *)0x0) {
    puVar2 = puVar1 + puVar1[-1] * 0x15;
    if (puVar2 != puVar1) {
      do {
        puVar2 = puVar2 + -0x15;
        (**(code **)*puVar2)(puVar2);
        puVar1 = *(undefined4 **)this;
      } while (puVar1 != puVar2);
    }
    operator_delete__(puVar1 + -1);
  }
  iVar3 = *(int *)(this + 0x20) + -1;
  iVar4 = iVar3 * 4;
  for (; -1 < iVar3; iVar3 = iVar3 + -1) {
    if (*(void **)(*(int *)(this + 0x14) + iVar4) != (void *)0x0) {
      operator_delete__(*(void **)(*(int *)(this + 0x14) + iVar4));
    }
    iVar4 = iVar4 + -4;
  }
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<CClientSendProp,int>::Purge((CUtlMemory<CClientSendProp,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<CClientSendProp,int>::Purge((CUtlMemory<CClientSendProp,int> *)(this + 0x14));
  SendTable::~SendTable((SendTable *)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)