L L4D2node

CSPSharedMemoryManager::~CSPSharedMemoryManager

0x001db470 · 136 bytes · __thiscall

_ZN22CSPSharedMemoryManagerD2Ev

Decompiled

undefined (1 param)

/* CSPSharedMemoryManager::~CSPSharedMemoryManager() */

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

{
  int iVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  int iVar5;
  int iVar6;
  
  iVar5 = *(int *)(this + 0xc) + -1;
  iVar6 = iVar5 * 4;
  if (-1 < iVar5) {
    do {
      iVar5 = iVar5 + -1;
      iVar1 = *(int *)(*(int *)this + iVar6);
      iVar6 = iVar6 + -4;
      uVar2 = *(undefined4 *)(iVar1 + 0x20);
      uVar3 = *(undefined4 *)(iVar1 + 0x14);
      uVar4 = CUtlString::Get((CUtlString *)(iVar1 + 4));
      Warning("Shared memory space %s (%i) still has %i references.\n",uVar4,uVar3,uVar2);
    } while (iVar5 != -1);
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CSPSharedMemory*,int>::Purge((CUtlMemory<CSPSharedMemory*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CSPSharedMemory*,int>::Purge((CUtlMemory<CSPSharedMemory*,int> *)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)