L L4D2node

CQueuedPacketSender::~CQueuedPacketSender

0x001cabc0 · 121 bytes · __thiscall

_ZN19CQueuedPacketSenderD1Ev

Decompiled

undefined (1 param)

/* CQueuedPacketSender::~CQueuedPacketSender() */

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

{
  *(undefined ***)this = &PTR__CQueuedPacketSender_002bd448;
  *(undefined ***)(this + 0xb0) = &PTR_Setup_002bd484;
  Shutdown(this);
  CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this + 0xf0));
  pthread_mutex_destroy((pthread_mutex_t *)(this + 0xcc));
  *(undefined4 *)(this + 0xc0) = 0;
  CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>::Purge
            ((CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int> *)(this + 0xb4));
  *(undefined4 *)(this + 0xc4) = *(undefined4 *)(this + 0xb4);
  CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>::Purge
            ((CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int> *)(this + 0xb4));
  CThread::~CThread((CThread *)this);
  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)