L L4D2node

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 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)