L L4D2node

CDirtySpatialPartitionEntityList::~CDirtySpatialPartitionEntityList

0x00429230 · 477 bytes · __thiscall

_ZN32CDirtySpatialPartitionEntityListD2Ev

Decompiled

undefined (1 param)

/* CDirtySpatialPartitionEntityList::~CDirtySpatialPartitionEntityList() */

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

{
  int *piVar1;
  char cVar2;
  uint uVar3;
  int iVar4;
  int *piVar5;
  
  *(undefined ***)this = &PTR_Name_00c0c8a8;
  *(undefined **)(this + 0xc) = &DAT_00c0c8fc;
  do {
    piVar5 = *(int **)(this + 0x10);
    if (piVar5 == (int *)0x0) goto LAB_00429287;
    cVar2 = ThreadInterlockedAssignIf64
                      (this + 0x10,0,*(uint *)(this + 0x14) & 0xffff0000,piVar5,
                       *(uint *)(this + 0x14));
  } while (cVar2 == '\0');
  do {
    piVar1 = (int *)*piVar5;
    operator_delete(piVar5);
    piVar5 = piVar1;
  } while (piVar1 != (int *)0x0);
LAB_00429287:
  do {
    piVar5 = *(int **)(this + 0x18);
    if (piVar5 == (int *)0x0) goto LAB_004292c7;
    cVar2 = ThreadInterlockedAssignIf64
                      (this + 0x18,0,*(uint *)(this + 0x1c) & 0xffff0000,piVar5,
                       *(uint *)(this + 0x1c));
  } while (cVar2 == '\0');
  do {
    piVar1 = (int *)*piVar5;
    operator_delete(piVar5);
    piVar5 = piVar1;
  } while (piVar1 != (int *)0x0);
LAB_004292c7:
  do {
    piVar5 = *(int **)(this + 0x10);
    if (piVar5 == (int *)0x0) goto LAB_00429307;
    cVar2 = ThreadInterlockedAssignIf64
                      (this + 0x10,0,*(uint *)(this + 0x14) & 0xffff0000,piVar5,
                       *(uint *)(this + 0x14));
  } while (cVar2 == '\0');
  do {
    piVar1 = (int *)*piVar5;
    operator_delete(piVar5);
    piVar5 = piVar1;
  } while (piVar1 != (int *)0x0);
LAB_00429307:
  do {
    piVar5 = *(int **)(this + 0x18);
    uVar3 = *(uint *)(this + 0x1c);
    if (piVar5 == (int *)0x0) {
      iVar4 = 0;
      goto LAB_004293a6;
    }
    cVar2 = ThreadInterlockedAssignIf64(this + 0x18,0,uVar3 & 0xffff0000,piVar5,uVar3);
  } while (cVar2 == '\0');
  do {
    piVar1 = (int *)*piVar5;
    operator_delete(piVar5);
    piVar5 = piVar1;
  } while (piVar1 != (int *)0x0);
  iVar4 = *(int *)(this + 0x18);
  uVar3 = *(uint *)(this + 0x1c);
LAB_004293a6:
  while ((iVar4 != 0 &&
         (cVar2 = ThreadInterlockedAssignIf64(this + 0x18,0,uVar3 & 0xffff0000,iVar4,uVar3),
         cVar2 == '\0'))) {
    iVar4 = *(int *)(this + 0x18);
    uVar3 = *(uint *)(this + 0x1c);
  }
  do {
    if (*(int *)(this + 0x10) == 0) break;
    cVar2 = ThreadInterlockedAssignIf64
                      (this + 0x10,0,*(uint *)(this + 0x14) & 0xffff0000,*(int *)(this + 0x10),
                       *(uint *)(this + 0x14));
  } while (cVar2 == '\0');
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)