L L4D2node

GCSDK::CSchemaFull::~CSchemaFull

0x00089940 · 332 bytes · __thiscall

_ZN5GCSDK11CSchemaFullD2Ev

Decompiled

undefined (1 param)

/* GCSDK::CSchemaFull::~CSchemaFull() */

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

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  Uninit(this);
  *(undefined4 *)(this + 0x7c) = 0;
  CUtlMemory<GCSDK::RenameTable_t,int>::Purge((CUtlMemory<GCSDK::RenameTable_t,int> *)(this + 0x70))
  ;
  *(undefined4 *)(this + 0x80) = *(undefined4 *)(this + 0x70);
  CUtlMemory<GCSDK::RenameTable_t,int>::Purge((CUtlMemory<GCSDK::RenameTable_t,int> *)(this + 0x70))
  ;
  *(undefined4 *)(this + 0x68) = 0;
  CUtlMemory<GCSDK::DeleteTable_t,int>::Purge((CUtlMemory<GCSDK::DeleteTable_t,int> *)(this + 0x5c))
  ;
  *(undefined4 *)(this + 0x6c) = *(undefined4 *)(this + 0x5c);
  CUtlMemory<GCSDK::DeleteTable_t,int>::Purge((CUtlMemory<GCSDK::DeleteTable_t,int> *)(this + 0x5c))
  ;
  iVar3 = *(int *)(this + 0x50) + -1;
  if (-1 < iVar3) {
    iVar4 = iVar3 * 0xc;
    do {
      iVar3 = iVar3 + -1;
      puVar1 = (undefined4 *)(*(int *)(this + 0x44) + 4 + iVar4);
      iVar4 = iVar4 + -0xc;
      free((void *)*puVar1);
    } while (iVar3 != -1);
  }
  *(undefined4 *)(this + 0x50) = 0;
  CUtlMemory<GCSDK::CFTSCatalogInfo,int>::Purge
            ((CUtlMemory<GCSDK::CFTSCatalogInfo,int> *)(this + 0x44));
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
  CUtlMemory<GCSDK::CFTSCatalogInfo,int>::Purge
            ((CUtlMemory<GCSDK::CFTSCatalogInfo,int> *)(this + 0x44));
  CUtlRBTree<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short,CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short,CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 0x28));
  *(undefined2 *)(this + 0x3c) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 0x2c));
  *(undefined2 *)(this + 0x3e) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<GCSDK::ESchemaCatalog,bool,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 0x2c));
  iVar3 = *(int *)(this + 0x20) + -1;
  iVar4 = iVar3 * 0x11c;
  if (-1 < iVar3) {
    do {
      iVar3 = iVar3 + -1;
      iVar2 = *(int *)(this + 0x14) + iVar4;
      iVar4 = iVar4 + -0x11c;
      CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar2 + 0x10c));
    } while (iVar3 != -1);
  }
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<GCSDK::CTriggerInfo,int>::Purge((CUtlMemory<GCSDK::CTriggerInfo,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<GCSDK::CTriggerInfo,int>::Purge((CUtlMemory<GCSDK::CTriggerInfo,int> *)(this + 0x14));
  CUtlVector<GCSDK::CSchema,CUtlMemory<GCSDK::CSchema,int>>::RemoveAll
            ((CUtlVector<GCSDK::CSchema,CUtlMemory<GCSDK::CSchema,int>> *)this);
  CUtlMemory<GCSDK::CSchema,int>::Purge((CUtlMemory<GCSDK::CSchema,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<GCSDK::CSchema,int>::Purge((CUtlMemory<GCSDK::CSchema,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)