L L4D2node

CStaticPropMgr::~CStaticPropMgr

0x001e7130 · 177 bytes · __thiscall

_ZN14CStaticPropMgrD2Ev

Decompiled

undefined (1 param)

/* CStaticPropMgr::~CStaticPropMgr() */

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

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  *(undefined ***)this = &PTR_Init_002bf468;
  *(undefined ***)(this + 4) = &PTR_CreateVPhysicsRepresentations_002bf4ec;
  *(undefined ***)(this + 8) = &PTR_CreateVPhysicsRepresentations_002bf52c;
  *(undefined4 *)(this + 0x40) = 0;
  CUtlMemory<StaticPropLeafLump_t,int>::Purge((CUtlMemory<StaticPropLeafLump_t,int> *)(this + 0x34))
  ;
  *(undefined4 *)(this + 0x44) = *(undefined4 *)(this + 0x34);
  CUtlMemory<StaticPropLeafLump_t,int>::Purge((CUtlMemory<StaticPropLeafLump_t,int> *)(this + 0x34))
  ;
  iVar2 = *(int *)(this + 0x2c) + -1;
  iVar3 = iVar2 * 0xd8;
  if (-1 < iVar2) {
    do {
      iVar2 = iVar2 + -1;
      puVar1 = (undefined4 *)(*(int *)(this + 0x20) + iVar3);
      iVar3 = iVar3 + -0xd8;
      (**(code **)*puVar1)(puVar1);
    } while (iVar2 != -1);
  }
  *(undefined4 *)(this + 0x2c) = 0;
  CUtlMemory<CStaticProp,int>::Purge((CUtlMemory<CStaticProp,int> *)(this + 0x20));
  *(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x20);
  CUtlMemory<CStaticProp,int>::Purge((CUtlMemory<CStaticProp,int> *)(this + 0x20));
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<CStaticPropMgr::StaticPropDict_t,int>::Purge
            ((CUtlMemory<CStaticPropMgr::StaticPropDict_t,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<CStaticPropMgr::StaticPropDict_t,int>::Purge
            ((CUtlMemory<CStaticPropMgr::StaticPropDict_t,int> *)(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)