L L4D2node

CTraceListData::~CTraceListData

0x0015d640 · 215 bytes · __thiscall

_ZN14CTraceListDataD0Ev

Decompiled

undefined (1 param)

/* CTraceListData::~CTraceListData() */

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

{
  *(undefined ***)this = &PTR_EnumElement_002af0e8;
  *(undefined ***)(this + 4) = &PTR__CTraceListData_002af108;
  *(undefined4 *)(this + 0x520) = 0;
  CUtlMemory<collideable_handleentity_t,int>::Purge
            ((CUtlMemory<collideable_handleentity_t,int> *)(this + 0x310));
  *(undefined4 *)(this + 0x524) = *(undefined4 *)(this + 0x310);
  CUtlMemory<collideable_handleentity_t,int>::Purge
            ((CUtlMemory<collideable_handleentity_t,int> *)(this + 0x310));
  *(undefined4 *)(this + 0x308) = 0;
  CUtlMemory<collideable_handleentity_t,int>::Purge
            ((CUtlMemory<collideable_handleentity_t,int> *)(this + 0xf8));
  *(undefined4 *)(this + 0x30c) = *(undefined4 *)(this + 0xf8);
  CUtlMemory<collideable_handleentity_t,int>::Purge
            ((CUtlMemory<collideable_handleentity_t,int> *)(this + 0xf8));
  *(undefined4 *)(this + 0xf0) = 0;
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xa0));
  *(undefined4 *)(this + 0xf4) = *(undefined4 *)(this + 0xa0);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xa0));
  *(undefined4 *)(this + 0x98) = 0;
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 8));
  *(undefined4 *)(this + 0x9c) = *(undefined4 *)(this + 8);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 8));
  *(undefined ***)(this + 4) = &PTR__ITraceListData_002aef48;
  operator_delete(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)