L L4D2node

CVoxelTree::~CVoxelTree

0x001de430 · 334 bytes · __thiscall

_ZN10CVoxelTreeD1Ev

Decompiled

undefined (1 param)

/* CVoxelTree::~CVoxelTree() */

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

{
  undefined4 *puVar1;
  char cVar2;
  CVoxelHash *pCVar3;
  int iVar4;
  uint uVar5;
  CVoxelHash *this_00;
  
  pCVar3 = *(CVoxelHash **)(this + 8);
  *(undefined ***)this = &PTR__CVoxelTree_002be608;
  if (pCVar3 != (CVoxelHash *)0x0) {
    this_00 = pCVar3 + *(int *)(pCVar3 + -4) * 0x1050;
    if (pCVar3 != this_00) {
      do {
        this_00 = this_00 + -0x1050;
        CVoxelHash::~CVoxelHash(this_00);
        pCVar3 = *(CVoxelHash **)(this + 8);
      } while (pCVar3 != this_00);
    }
    operator_delete__(pCVar3 + -4);
  }
  while( true ) {
    puVar1 = *(undefined4 **)(this + 0xd8);
    uVar5 = *(uint *)(this + 0xdc);
    if (puVar1 == (undefined4 *)0x0) break;
    cVar2 = ThreadInterlockedAssignIf64(this + 0xd8,*puVar1,uVar5 - 1,puVar1,uVar5);
    if (cVar2 != '\0') {
      if (1 < *(ushort *)((int)puVar1 + 10)) {
        free((void *)puVar1[4]);
      }
      puVar1[4] = 0;
      operator_delete(puVar1);
    }
  }
  iVar4 = 0;
  while ((iVar4 != 0 &&
         (cVar2 = ThreadInterlockedAssignIf64(this + 0xd8,0,uVar5 & 0xffff0000,iVar4,uVar5),
         cVar2 == '\0'))) {
    iVar4 = *(int *)(this + 0xd8);
    uVar5 = *(uint *)(this + 0xdc);
  }
  *(undefined4 *)(this + 0xcc) = 0;
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xc0));
  *(undefined4 *)(this + 0xd0) = *(undefined4 *)(this + 0xc0);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xc0));
  CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
  ::RemoveAll((CUtlLinkedList<LeafListData_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>>
               *)(this + 0xc));
  CUtlFixedMemory<UtlLinkedListElem_t<LeafListData_t,int>>::Purge();
  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)