L L4D2node

CEnvWindShared::~CEnvWindShared

0x0044b940 · 216 bytes · __thiscall

_ZN14CEnvWindSharedD2Ev

Decompiled

undefined (1 param)

/* CEnvWindShared::~CEnvWindShared() */

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

{
  ushort uVar1;
  int *piVar2;
  
  *(undefined ***)this = &PTR_NetworkStateChanged_00c121d0;
  uVar1 = DAT_00f79fc0;
  if (*(int *)(this + 0x1f0) != 0) {
    piVar2 = (int *)CSoundEnvelopeController::GetController();
    (**(code **)(*piVar2 + 0x14))(piVar2,*(undefined4 *)(this + 0x1f0));
    uVar1 = DAT_00f79fc0;
  }
  do {
    if (uVar1 == 0xffff) {
LAB_0044b9d4:
      CUtlLinkedList<CEnvWindShared::WindVariationEvent_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindVariationEvent_t,unsigned_short>,unsigned_short>>
      ::RemoveAll((CUtlLinkedList<CEnvWindShared::WindVariationEvent_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindVariationEvent_t,unsigned_short>,unsigned_short>>
                   *)(this + 0x220));
      CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindVariationEvent_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindVariationEvent_t,unsigned_short>,unsigned_short>
               *)(this + 0x220));
      CUtlLinkedList<CEnvWindShared::WindAveEvent_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindAveEvent_t,unsigned_short>,unsigned_short>>
      ::RemoveAll((CUtlLinkedList<CEnvWindShared::WindAveEvent_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindAveEvent_t,unsigned_short>,unsigned_short>>
                   *)(this + 0x1fc));
      CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindAveEvent_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlLinkedListElem_t<CEnvWindShared::WindAveEvent_t,unsigned_short>,unsigned_short>
               *)(this + 0x1fc));
      CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x8c));
      CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x74));
      return;
    }
    piVar2 = (int *)(s_windControllers + (uint)uVar1 * 8);
    if (this == (CEnvWindShared *)*piVar2) {
      CUtlLinkedList<CEnvWindShared*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared*,unsigned_short>,unsigned_short>>
      ::Unlink((CUtlLinkedList<CEnvWindShared*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CEnvWindShared*,unsigned_short>,unsigned_short>>
                *)&s_windControllers,uVar1);
      *(ushort *)(s_windControllers + 6 + (uint)uVar1 * 8) = DAT_00f79fc4;
      DAT_00f79fc4 = uVar1;
      goto LAB_0044b9d4;
    }
    uVar1 = *(ushort *)((int)piVar2 + 6);
  } while( true );
}

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)