L L4D2node

CFrameSnapshot::~CFrameSnapshot

0x001f1bd0 · 223 bytes · __thiscall

_ZN14CFrameSnapshotD1Ev

Decompiled

undefined (1 param)

/* CFrameSnapshot::~CFrameSnapshot() */

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

{
  void *pvVar1;
  void *pvVar2;
  int iVar3;
  
  if (*(void **)(this + 0x10) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x10));
  }
  if (*(void **)(this + 8) != (void *)0x0) {
    operator_delete__(*(void **)(this + 8));
  }
  pvVar2 = *(void **)(this + 0x1c);
  if (pvVar2 != (void *)0x0) {
    if (0 < *(int *)(this + 0x20)) {
      iVar3 = 0;
      do {
        pvVar1 = *(void **)((int)pvVar2 + iVar3 * 4);
        if (pvVar1 != (void *)0x0) {
          if (*(void **)((int)pvVar1 + 0x14) != (void *)0x0) {
            operator_delete(*(void **)((int)pvVar1 + 0x14));
          }
          *(undefined ***)((int)pvVar1 + 0x1c) = &PTR__CEngineRecipientFilter_002ae5c8;
          *(undefined4 *)((int)pvVar1 + 0x30) = 0;
          CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
          *(undefined4 *)((int)pvVar1 + 0x34) = *(undefined4 *)((int)pvVar1 + 0x24);
          CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
          *(undefined ***)((int)pvVar1 + 0x1c) = &PTR__IRecipientFilter_002aa388;
          operator_delete(pvVar1);
          pvVar2 = *(void **)(this + 0x1c);
        }
        iVar3 = iVar3 + 1;
      } while (iVar3 < *(int *)(this + 0x20));
      if (pvVar2 == (void *)0x0) goto LAB_001f1c79;
    }
    operator_delete__(pvVar2);
  }
LAB_001f1c79:
  if (*(void **)(this + 0x18) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x18));
  }
  *(undefined4 *)(this + 0x30) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x24));
  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)