L L4D2node

CCombatCharVisCache::~CCombatCharVisCache

0x00400270 · 85 bytes · __thiscall

_ZN19CCombatCharVisCacheD1Ev

Decompiled

undefined (1 param)

/* CCombatCharVisCache::~CCombatCharVisCache() */

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

{
  *(undefined ***)this = &PTR_Name_00c084e8;
  CUtlRBTree<CCombatCharVisCache::VisCacheEntry_t,unsigned_short,CCombatCharVisCache::CVisCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CCombatCharVisCache::VisCacheEntry_t,unsigned_short,CCombatCharVisCache::CVisCacheEntryLess,CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>>
               *)(this + 0xc));
  *(undefined2 *)(this + 0x20) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>::
  Purge((CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>
         *)(this + 0x10));
  *(undefined2 *)(this + 0x22) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>::
  Purge((CUtlMemory<UtlRBTreeNode_t<CCombatCharVisCache::VisCacheEntry_t,unsigned_short>,unsigned_short>
         *)(this + 0x10));
  *(undefined ***)this = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)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)