L L4D2node

RecvTable_FreeSendTable

0x0014f3e0 · 179 bytes · __cdecl

_Z23RecvTable_FreeSendTableP9SendTable

Decompiled

undefined (1 param)

/* RecvTable_FreeSendTable(SendTable*) */

void RecvTable_FreeSendTable(SendTable *param_1)

{
  int iVar1;
  void *pvVar2;
  undefined4 *puVar3;
  int iVar4;
  undefined4 *puVar5;
  int iVar6;
  
  iVar4 = 0;
  if (0 < *(int *)(param_1 + 4)) {
    iVar6 = 0;
    do {
      iVar1 = *(int *)param_1;
      pvVar2 = *(void **)(iVar1 + iVar6 + 0x30);
      if (pvVar2 != (void *)0x0) {
        operator_delete__(pvVar2);
      }
      pvVar2 = *(void **)(iVar1 + iVar6 + 0x28);
      if (pvVar2 != (void *)0x0) {
        operator_delete__(pvVar2);
      }
      iVar4 = iVar4 + 1;
      iVar6 = iVar6 + 0x54;
    } while (iVar4 < *(int *)(param_1 + 4));
  }
  puVar3 = *(undefined4 **)param_1;
  if (puVar3 != (undefined4 *)0x0) {
    puVar5 = puVar3 + puVar3[-1] * 0x15;
    if (puVar3 != puVar5) {
      do {
        puVar5 = puVar5 + -0x15;
        (**(code **)*puVar5)(puVar5);
        puVar3 = *(undefined4 **)param_1;
      } while (puVar3 != puVar5);
    }
    operator_delete__(puVar3 + -1);
  }
  if (*(void **)(param_1 + 8) != (void *)0x0) {
    operator_delete__(*(void **)(param_1 + 8));
  }
  SendTable::~SendTable(param_1);
  operator_delete(param_1);
  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)