L L4D2node

CCommandBuffer::~CCommandBuffer

0x00246210 · 80 bytes · __thiscall

_ZN14CCommandBufferD2Ev

Decompiled

undefined (1 param)

/* CCommandBuffer::~CCommandBuffer() */

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

{
  int *piVar1;
  int *__ptr;
  
  CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
  ::RemoveAll((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
               *)(this + 0x2008));
  __ptr = *(int **)(this + 0x2008);
  if (*(int **)(this + 0x2008) != (int *)0x0) {
    do {
      piVar1 = (int *)*__ptr;
      free(__ptr);
      __ptr = piVar1;
    } while (piVar1 != (int *)0x0);
    *(undefined4 *)(this + 0x2008) = 0;
    *(undefined4 *)(this + 0x200c) = 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)