L L4D2node

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 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)