L L4D2node

GCSDK::CMessageList::~CMessageList

0x00071010 · 131 bytes · __thiscall

_ZN5GCSDK12CMessageListD1Ev

Decompiled

undefined (1 param)

/* GCSDK::CMessageList::~CMessageList() */

void __thiscall GCSDK::CMessageList::~CMessageList(CMessageList *this)

{
  void *__ptr;
  int iVar1;
  
  iVar1 = 0;
  if (0 < *(int *)(this + 0xc)) {
    do {
      __ptr = *(void **)(*(int *)this + iVar1 * 4);
      if (__ptr != (void *)0x0) {
        free(__ptr);
        *(undefined4 *)(*(int *)this + iVar1 * 4) = 0;
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 < *(int *)(this + 0xc));
  }
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<GCSDK::MsgInfo_t,int>::Purge((CUtlMemory<GCSDK::MsgInfo_t,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<GCSDK::MsgInfo_t,int>::Purge((CUtlMemory<GCSDK::MsgInfo_t,int> *)(this + 0x14));
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<short*,int>::Purge((CUtlMemory<short*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<short*,int>::Purge((CUtlMemory<short*,int> *)this);
  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)