L L4D2node

CFuncElevator::~CFuncElevator

0x0044df70 · 225 bytes · __thiscall

_ZN13CFuncElevatorD2Ev

Decompiled

undefined (1 param)

/* CFuncElevator::~CFuncElevator() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CFuncElevator_00c8d8a8;
  if (0 < DAT_00f7a148) {
    iVar1 = 0;
    if (this != (CFuncElevator *)*s_Elevators) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_00f7a148) goto LAB_0044dfac;
      } while (this != (CFuncElevator *)s_Elevators[iVar1]);
      if (iVar1 == -1) goto LAB_0044dfac;
    }
    iVar2 = (DAT_00f7a148 - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_00f7a148 = DAT_00f7a148 + -1;
    }
    else {
      _V_memmove(s_Elevators + iVar1,s_Elevators + iVar1 + 1,iVar2 * 4);
      DAT_00f7a148 = DAT_00f7a148 + -1;
    }
  }
LAB_0044dfac:
  *(undefined4 *)(this + 0x54c) = 0;
  CUtlMemory<FloorInfo,int>::Purge((CUtlMemory<FloorInfo,int> *)(this + 0x540));
  *(undefined4 *)(this + 0x550) = *(undefined4 *)(this + 0x540);
  CUtlMemory<FloorInfo,int>::Purge((CUtlMemory<FloorInfo,int> *)(this + 0x540));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x528));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x510));
  *(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)