L L4D2node

CModelRender::~CModelRender

0x0018b6a0 · 203 bytes · __thiscall

_ZN12CModelRenderD1Ev

Decompiled

undefined (1 param)

/* CModelRender::~CModelRender() */

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

{
  int *piVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  
  *(undefined ***)this = &PTR_DrawModel_002b6a08;
  *(undefined **)(this + 4) = &DAT_002b6a8c;
  *(undefined ***)(this + 0x5c) = &PTR__CPooledVBAllocator_ColorMesh_002b6aa8;
  CPooledVBAllocator_ColorMesh::CheckIsClear((CPooledVBAllocator_ColorMesh *)(this + 0x5c));
  CPooledVBAllocator_ColorMesh::Clear((CPooledVBAllocator_ColorMesh *)(this + 0x5c));
  *(undefined ***)(this + 0x5c) = &PTR__IPooledVBAllocator_002b69c8;
  CUtlDict<memhandle_t__*,int>::RemoveAll((CUtlDict<memhandle_t__*,int> *)(this + 0x30));
  CUtlRBTree<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int,CUtlMap<char_const*,memhandle_t__*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int,CUtlMap<char_const*,memhandle_t__*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int>>
               *)(this + 0x30));
  *(undefined4 *)(this + 0x48) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int> *
             )(this + 0x34));
  *(undefined4 *)(this + 0x4c) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,memhandle_t__*,int>::Node_t,int>,int> *
             )(this + 0x34));
  CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
               *)(this + 0xc));
  CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>::
  Purge((CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>
         *)(this + 0xc));
  piVar1 = *(int **)(this + 8);
  *(undefined ***)(this + 4) = &PTR_HandleCacheNotification_002b69f8;
  if (piVar1 != (int *)0x0) {
    piVar3 = (int *)(**(code **)*piVar1)(piVar1);
    pcVar2 = *(code **)(*piVar3 + 0x28);
    uVar4 = (**(code **)(*piVar1 + 4))(piVar1);
    (*pcVar2)(piVar3,uVar4,1);
    *(undefined4 *)(this + 8) = 0;
  }
  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)