COverlayMgr::~COverlayMgr
0x001d24a0 · 121 bytes · __thiscall
_ZN11COverlayMgrD1Ev
Decompiled
undefined (1 param)
/* COverlayMgr::~COverlayMgr() */
void __thiscall COverlayMgr::~COverlayMgr(COverlayMgr *this)
{
CUtlVector<moverlay_t,CUtlMemory<moverlay_t,int>> *this_00;
*(undefined ***)this = &PTR_LoadOverlays_002bdae8;
UnloadOverlays(this);
CUtlLinkedList<unsigned_short,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<unsigned_short,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>>
*)(this + 0x58));
CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<unsigned_short,unsigned_short>,unsigned_short> *)
(this + 0x58));
CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<moverlayfragment_t,unsigned_short,true,unsigned_short,CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>>
*)(this + 0x3c));
this_00 = (CUtlVector<moverlay_t,CUtlMemory<moverlay_t,int>> *)(this + 0x28);
CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<moverlayfragment_t,unsigned_short>,unsigned_short> *)
(this + 0x3c));
CUtlVector<moverlay_t,CUtlMemory<moverlay_t,int>>::RemoveAll(this_00);
CUtlMemory<moverlay_t,int>::Purge((CUtlMemory<moverlay_t,int> *)this_00);
*(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
CUtlMemory<moverlay_t,int>::Purge((CUtlMemory<moverlay_t,int> *)this_00);
CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<COverlayMgr::RenderQueueHead_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>>
*)(this + 0xc));
CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>::
Purge((CUtlMemory<UtlLinkedListElem_t<COverlayMgr::RenderQueueHead_t,unsigned_short>,unsigned_short>
*)(this + 0xc));
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.