CFrameSnapshotManager::~CFrameSnapshotManager
0x001f1cb0 · 191 bytes · __thiscall
_ZN21CFrameSnapshotManagerD1Ev
Decompiled
undefined (1 param)
/* CFrameSnapshotManager::~CFrameSnapshotManager() */
void __thiscall CFrameSnapshotManager::~CFrameSnapshotManager(CFrameSnapshotManager *this)
{
int *piVar1;
int *__ptr;
*(undefined ***)this = &PTR__CFrameSnapshotManager_002c0de0;
*(undefined4 *)(this + 0x40b0) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40a4));
*(undefined4 *)(this + 0x40b4) = *(undefined4 *)(this + 0x40a4);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40a4));
*(undefined4 *)(this + 0x94) = 0;
CUtlMemory<UnpackedDataCache_t,int>::Purge((CUtlMemory<UnpackedDataCache_t,int> *)(this + 0x88));
*(undefined4 *)(this + 0x98) = *(undefined4 *)(this + 0x88);
CUtlMemory<UnpackedDataCache_t,int>::Purge((CUtlMemory<UnpackedDataCache_t,int> *)(this + 0x88));
CUtlLinkedList<PackedEntity*,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<PackedEntity*,int>>>
::RemoveAll((CUtlLinkedList<PackedEntity*,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<PackedEntity*,int>>>
*)(this + 0x58));
__ptr = *(int **)(this + 0x58);
if (*(int **)(this + 0x58) != (int *)0x0) {
do {
piVar1 = (int *)*__ptr;
free(__ptr);
__ptr = piVar1;
} while (piVar1 != (int *)0x0);
*(undefined4 *)(this + 0x58) = 0;
*(undefined4 *)(this + 0x5c) = 0;
}
CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x28));
CUtlLinkedList<CFrameSnapshot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlLinkedList<CFrameSnapshot*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short>>
*)(this + 0xc));
CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short>::Purge
((CUtlMemory<UtlLinkedListElem_t<CFrameSnapshot*,unsigned_short>,unsigned_short> *)
(this + 0xc));
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.