L L4D2node

CMatchEventsSubscription::~CMatchEventsSubscription

0x0005cdb0 · 215 bytes · __thiscall

_ZN24CMatchEventsSubscriptionD2Ev

Decompiled

undefined (1 param)

/* CMatchEventsSubscription::~CMatchEventsSubscription() */

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

{
  *(undefined ***)this = &PTR_Subscribe_000b4c70;
  *(undefined4 *)(this + 0x78) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x6c));
  *(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x6c);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x6c));
  *(undefined4 *)(this + 100) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x58));
  *(undefined4 *)(this + 0x68) = *(undefined4 *)(this + 0x58);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x58));
  *(undefined4 *)(this + 0x50) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x44));
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x44));
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<IMatchEventsSink*,int>::Purge((CUtlMemory<IMatchEventsSink*,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<IMatchEventsSink*,int>::Purge((CUtlMemory<IMatchEventsSink*,int> *)(this + 4));
  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)