L L4D2node

CSpatialPartition::~CSpatialPartition

0x001de3b0 · 90 bytes · __thiscall

_ZN17CSpatialPartitionD1Ev

Decompiled

undefined (1 param)

/* CSpatialPartition::~CSpatialPartition() */

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

{
  CSpatialPartition *pCVar1;
  
  *(undefined ***)this = &PTR__CSpatialPartition_002be648;
  pCVar1 = this + 0x220;
  Shutdown(this);
  do {
    pCVar1 = pCVar1 + -0xf0;
    (*(code *)**(undefined4 **)pCVar1)(pCVar1);
  } while (this + 0x40 != pCVar1);
  CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
  ::RemoveAll((CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
               *)(this + 4));
  CMemoryStack::~CMemoryStack((CMemoryStack *)(this + 4));
  *(undefined ***)this = &PTR__ISpatialPartition_002be4c8;
  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)