L L4D2node

CGameEventManager::~CGameEventManager

0x001656c0 · 204 bytes · __thiscall

_ZN17CGameEventManagerD1Ev

Decompiled

undefined (1 param)

/* CGameEventManager::~CGameEventManager() */

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

{
  CUtlVector<CGameEventDescriptor,CUtlMemory<CGameEventDescriptor,int>> *this_00;
  
  *(undefined ***)this = &PTR__CGameEventManager_002b0228;
  Reset(this);
  CUtlDict<int,int>::RemoveAll((CUtlDict<int,int> *)(this + 0x78));
  CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,int,int>::Node_t,int,CUtlMap<char_const*,int,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>>
               *)(this + 0x78));
  *(undefined4 *)(this + 0x90) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
             (this + 0x7c));
  *(undefined4 *)(this + 0x94) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,int,int>::Node_t,int>,int> *)
             (this + 0x7c));
  *(undefined4 *)(this + 0x70) = 0;
  CUtlMemory<CUtlSymbol,int>::Purge((CUtlMemory<CUtlSymbol,int> *)(this + 100));
  *(undefined4 *)(this + 0x74) = *(undefined4 *)(this + 100);
  CUtlMemory<CUtlSymbol,int>::Purge((CUtlMemory<CUtlSymbol,int> *)(this + 100));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x2c));
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<CGameEventCallback*,int>::Purge((CUtlMemory<CGameEventCallback*,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  this_00 = (CUtlVector<CGameEventDescriptor,CUtlMemory<CGameEventDescriptor,int>> *)(this + 4);
  CUtlMemory<CGameEventCallback*,int>::Purge((CUtlMemory<CGameEventCallback*,int> *)(this + 0x18));
  CUtlVector<CGameEventDescriptor,CUtlMemory<CGameEventDescriptor,int>>::RemoveAll(this_00);
  CUtlMemory<CGameEventDescriptor,int>::Purge((CUtlMemory<CGameEventDescriptor,int> *)this_00);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CGameEventDescriptor,int>::Purge((CUtlMemory<CGameEventDescriptor,int> *)this_00);
  *(undefined ***)this = &PTR__IBaseInterface_002b0110;
  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)