L L4D2node

CUGCFileRequest::~CUGCFileRequest

0x00228d50 · 262 bytes · __thiscall

_ZN15CUGCFileRequestD2Ev

Decompiled

undefined (1 param)

/* CUGCFileRequest::~CUGCFileRequest() */

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

{
  if (*(int *)(this + 0x394) != 0) {
    (**(code **)(*g_pFullFileSystem + 0xc4))(g_pFullFileSystem,*(int *)(this + 0x394),1);
    (**(code **)(*g_pFullFileSystem + 0xdc))(g_pFullFileSystem,*(undefined4 *)(this + 0x394));
    *(undefined4 *)(this + 0x394) = 0;
  }
  *(undefined4 *)(this + 0x360) = 0;
  *(undefined4 *)(this + 0x364) = 0;
  *(undefined4 *)(this + 0x374) = 0;
  *(undefined4 *)(this + 0x370) = 0;
  this[0x368] = (CUGCFileRequest)0x0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x354));
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x354));
  *(undefined ***)(this + 0x20) = &PTR_Run_002c8748;
  if (*(int *)(this + 0x30) != 0 || *(int *)(this + 0x2c) != 0) {
    SteamAPI_UnregisterCallResult(this + 0x20,*(int *)(this + 0x2c),*(int *)(this + 0x30));
    *(undefined4 *)(this + 0x2c) = 0;
    *(undefined4 *)(this + 0x30) = 0;
  }
  *(undefined ***)this = &PTR_Run_002c8730;
  if (*(int *)(this + 0x10) != 0 || *(int *)(this + 0xc) != 0) {
    SteamAPI_UnregisterCallResult(this,*(int *)(this + 0xc),*(int *)(this + 0x10));
    *(undefined4 *)(this + 0xc) = 0;
    *(undefined4 *)(this + 0x10) = 0;
  }
  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)