L L4D2node

CHLTVServer::~CHLTVServer

0x00172be0 · 330 bytes · __thiscall

_ZN11CHLTVServerD2Ev

Decompiled

undefined (1 param)

/* CHLTVServer::~CHLTVServer() */

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

{
  *(undefined ***)this = &PTR__CHLTVServer_002b2368;
  *(undefined ***)(this + 4) = &PTR__CHLTVServer_002b2434;
  *(undefined **)(this + 0x1cc) = &DAT_002b2544;
  *(undefined ***)(this + 0x204) = &PTR__CHLTVServer_002b2554;
  *(undefined ***)(this + 0x208) = &PTR__CHLTVServer_002b258c;
  *(undefined4 *)(this + 0x20c) = 0xd;
  if (0 < *(int *)(this + 0x6390)) {
    RecvTable_Term(true);
    FreeClientRecvTables(this);
  }
  CDemoFile::~CDemoFile((CDemoFile *)(this + 0x8400));
  *(undefined4 *)(this + 0x83f8) = 0;
  CUtlMemory<CFrameCacheEntry_s,int>::Purge((CUtlMemory<CFrameCacheEntry_s,int> *)(this + 0x83ec));
  *(undefined4 *)(this + 0x83fc) = *(undefined4 *)(this + 0x83ec);
  CUtlMemory<CFrameCacheEntry_s,int>::Purge((CUtlMemory<CFrameCacheEntry_s,int> *)(this + 0x83ec));
  CDeltaEntityCache::Flush((CDeltaEntityCache *)(this + 0x63e0));
  CNetworkStringTableContainer::~CNetworkStringTableContainer
            ((CNetworkStringTableContainer *)(this + 0x63bc));
  *(undefined ***)(this + 0x51d0) = &PTR__CHLTVFrame_002b2340;
  CHLTVFrame::FreeBuffers((CHLTVFrame *)(this + 0x51d0));
  CClientFrame::~CClientFrame((CClientFrame *)(this + 0x51d0));
  CHLTVDemoRecorder::~CHLTVDemoRecorder((CHLTVDemoRecorder *)(this + 0x4c04));
  CHLTVClientState::~CHLTVClientState((CHLTVClientState *)(this + 0x214));
  *(undefined ***)(this + 0x208) = &PTR__IDemoPlayer_002b22a8;
  *(undefined ***)(this + 0x204) = &PTR__IBaseInterface_002b0110;
  *(undefined ***)(this + 0x1cc) = &PTR__CClientFrameManager_002aa3a8;
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1cc),-1);
  CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x1d4));
  CBaseServer::~CBaseServer((CBaseServer *)(this + 4));
  *(undefined ***)this = &PTR__IGameEventListener2_002a68f8;
  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)