L L4D2node

SendQueue_t::~SendQueue_t

0x001c92b0 · 192 bytes · __thiscall

_ZN11SendQueue_tD1Ev

Decompiled

undefined (1 param)

/* SendQueue_t::~SendQueue_t() */

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

{
  ushort uVar1;
  ushort uVar2;
  int iVar3;
  
  if (*(short *)(this + 0x1a) != -1) {
    uVar1 = *(ushort *)(this + 0x10);
    if (uVar1 != 0xffff) {
      while( true ) {
        iVar3 = (uint)uVar1 * 0x7c + *(int *)(this + 4);
        uVar2 = *(ushort *)(iVar3 + 0x7a);
        CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar3 + 0x40));
        CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar3 + 8));
        *(ushort *)(iVar3 + 0x78) = uVar1;
        if (uVar2 == 0xffff) break;
        *(ushort *)(iVar3 + 0x7a) = uVar2;
        uVar1 = uVar2;
      }
      *(undefined2 *)(iVar3 + 0x7a) = *(undefined2 *)(this + 0x14);
      if (*(short *)(this + 0x10) != -1) {
        *(short *)(this + 0x14) = *(short *)(this + 0x10);
      }
    }
    *(undefined2 *)(this + 0x10) = 0xffff;
    *(undefined2 *)(this + 0x12) = 0xffff;
    *(undefined2 *)(this + 0x16) = 0;
  }
  if (-1 < *(int *)(this + 0xc)) {
    if (*(void **)(this + 4) != (void *)0x0) {
      free(*(void **)(this + 4));
      *(undefined4 *)(this + 4) = 0;
    }
    *(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)