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 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.