L L4D2node

CRConServer::~CRConServer

0x0020b870 · 78 bytes · __thiscall

_ZN11CRConServerD2Ev

Decompiled

undefined (1 param)

/* CRConServer::~CRConServer() */

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

{
  CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>> *this_00;
  
  *(undefined ***)this = &PTR_ShouldAcceptSocket_002c4fd8;
  this_00 = (CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>> *)
            (this + 0x2c);
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x40));
  CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>>::RemoveAll
            (this_00);
  CUtlMemory<CRConServer::FailedRCon_t,int>::Purge
            ((CUtlMemory<CRConServer::FailedRCon_t,int> *)this_00);
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<CRConServer::FailedRCon_t,int>::Purge
            ((CUtlMemory<CRConServer::FailedRCon_t,int> *)this_00);
  CSocketCreator::~CSocketCreator((CSocketCreator *)(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)