L L4D2node

CMapReslistGenerator::~CMapReslistGenerator

0x0018eee0 · 274 bytes · __thiscall

_ZN20CMapReslistGeneratorD1Ev

Decompiled

undefined (1 param)

/* CMapReslistGenerator::~CMapReslistGenerator() */

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

{
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x1bc));
  CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
               *)(this + 0x198));
  *(undefined4 *)(this + 0x1b0) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 0x19c));
  *(undefined4 *)(this + 0x1b4) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 0x19c));
  CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlString,int,bool(*)(CUtlString_const&,CUtlString_const&),CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>>
               *)(this + 0x174));
  *(undefined4 *)(this + 0x18c) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 0x178));
  *(undefined4 *)(this + 400) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlString,int>,int> *)(this + 0x178));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x13c));
  CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlSymbol,unsigned_short,bool(*)(CUtlSymbol_const&,CUtlSymbol_const&),CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>>
               *)(this + 0x120));
  *(undefined2 *)(this + 0x134) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short> *)(this + 0x124)
            );
  *(undefined2 *)(this + 0x136) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlSymbol,unsigned_short>,unsigned_short> *)(this + 0x124)
            );
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0xe8));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x28));
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<maplist_map_t,int>::Purge((CUtlMemory<maplist_map_t,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<maplist_map_t,int>::Purge((CUtlMemory<maplist_map_t,int> *)(this + 8));
  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)