L L4D2node

CModelLoader::~CModelLoader

0x0019f1e0 · 158 bytes · __thiscall

_ZN12CModelLoaderD2Ev

Decompiled

undefined (1 param)

/* CModelLoader::~CModelLoader() */

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

{
  *(undefined ***)this = &PTR_Init_002b9208;
  *(undefined4 *)(this + 0x1a8) = 0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x19c));
  *(undefined4 *)(this + 0x1ac) = *(undefined4 *)(this + 0x19c);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x19c));
  *(undefined4 *)(this + 0x5c) = 0;
  CUtlMemory<model_t,int>::Purge((CUtlMemory<model_t,int> *)(this + 0x50));
  *(undefined4 *)(this + 0x60) = *(undefined4 *)(this + 0x50);
  CUtlMemory<model_t,int>::Purge((CUtlMemory<model_t,int> *)(this + 0x50));
  CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x20));
  CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 4));
  *(undefined2 *)(this + 0x18) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 8));
  *(undefined2 *)(this + 0x1a) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(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)