L L4D2node

CXboxSystem::~CXboxSystem

0x0023fe70 · 111 bytes · __thiscall

_ZN11CXboxSystemD1Ev

Decompiled

undefined (1 param)

/* CXboxSystem::~CXboxSystem() */

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

{
  int *piVar1;
  void *pvVar2;
  void *pvVar3;
  int iVar4;
  bool bVar5;
  
  pvVar3 = g_pAsyncResultHead;
  bVar5 = g_pAsyncResultHead != (void *)0x0;
  *(undefined ***)this = &PTR_CreateAsyncHandle_002cb028;
  pvVar2 = pvVar3;
  if (bVar5) {
    do {
      piVar1 = (int *)((int)pvVar2 + 8);
      pvVar2 = (void *)*piVar1;
    } while ((void *)*piVar1 != (void *)0x0);
    iVar4 = 0;
    do {
      g_pAsyncResultHead = *(void **)((int)pvVar3 + 8);
      iVar4 = iVar4 + 1;
      free(*(void **)((int)pvVar3 + 4));
      operator_delete(pvVar3);
      pvVar3 = g_pAsyncResultHead;
    } while (g_pAsyncResultHead != (void *)0x0);
    Warning("Released %d async handles\n",iVar4);
  }
  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)