L L4D2node

CBasePlayerAnimState::~CBasePlayerAnimState

0x00422cc0 · 121 bytes · __thiscall

_ZN20CBasePlayerAnimStateD2Ev

Decompiled

undefined (1 param)

/* CBasePlayerAnimState::~CBasePlayerAnimState() */

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

{
  int iVar1;
  int *in_stack_00000008;
  
  iVar1 = *in_stack_00000008;
  *(int *)this = iVar1;
  *(int *)(this + *(int *)(iVar1 + -0x24)) = in_stack_00000008[1];
  *(undefined4 *)(this + 0xec) = 0;
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0xe0));
  *(undefined4 *)(this + 0xf0) = *(undefined4 *)(this + 0xe0);
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0xe0));
  *(undefined4 *)(this + 0xd8) = 0;
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0xcc));
  *(undefined4 *)(this + 0xdc) = *(undefined4 *)(this + 0xcc);
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0xcc));
  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)