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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.