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 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.