L L4D2node

CIPRateLimit::~CIPRateLimit

0x001f5530 · 58 bytes · __thiscall

_ZN12CIPRateLimitD1Ev

Decompiled

undefined (1 param)

/* CIPRateLimit::~CIPRateLimit() */

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

{
  CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
  ::RemoveAll((CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
               *)this);
  *(undefined4 *)(this + 0x18) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int> *)(this + 4));
  *(undefined4 *)(this + 0x1c) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int> *)(this + 4));
  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)