L L4D2node

CServerManager::~CServerManager

0x0005b590 · 257 bytes · __thiscall

_ZN14CServerManagerD2Ev

Decompiled

undefined (1 param)

/* CServerManager::~CServerManager() */

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

{
  CUtlMemory<CServer*,int> *this_00;
  CUtlMemory<CServer*,int> *this_01;
  int *piVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR_EnableServersUpdate_000b46e8;
  *(undefined **)(this + 4) = &DAT_000b470c;
  if (0 < *(int *)(this + 0x20)) {
    iVar2 = 0;
    do {
      piVar1 = *(int **)(*(int *)(this + 0x14) + iVar2 * 4);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0x14))(piVar1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x20));
  }
  this_00 = (CUtlMemory<CServer*,int> *)(this + 0x14);
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<CServer*,int>::Purge(this_00);
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  if (0 < *(int *)(this + 0x34)) {
    iVar2 = 0;
    do {
      piVar1 = *(int **)(*(int *)(this + 0x28) + iVar2 * 4);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 0x14))(piVar1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x34));
  }
  this_01 = (CUtlMemory<CServer*,int> *)(this + 0x28);
  *(undefined4 *)(this + 0x34) = 0;
  CUtlMemory<CServer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
  CUtlMemory<unsigned_int,int>::Purge((CUtlMemory<unsigned_int,int> *)(this + 0x4c));
  *(undefined4 *)(this + 0x5c) = *(undefined4 *)(this + 0x4c);
  CUtlMemory<unsigned_int,int>::Purge((CUtlMemory<unsigned_int,int> *)(this + 0x4c));
  *(undefined4 *)(this + 0x34) = 0;
  CUtlMemory<CServer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
  CUtlMemory<CServer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<CServer*,int>::Purge(this_00);
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<CServer*,int>::Purge(this_00);
  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)