L L4D2node

CFuncLadder::~CFuncLadder

0x004507e0 · 219 bytes · __thiscall

_ZN11CFuncLadderD1Ev

Decompiled

undefined (1 param)

/* CFuncLadder::~CFuncLadder() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CFuncLadder_00c12d68;
  if (0 < DAT_00f7a1e0) {
    iVar1 = 0;
    if (this != (CFuncLadder *)*s_Ladders) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_00f7a1e0) goto LAB_0045081c;
      } while (this != (CFuncLadder *)s_Ladders[iVar1]);
      if (iVar1 == -1) goto LAB_0045081c;
    }
    iVar2 = (DAT_00f7a1e0 - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_00f7a1e0 = DAT_00f7a1e0 + -1;
    }
    else {
      _V_memmove(s_Ladders + iVar1,s_Ladders + iVar1 + 1,iVar2 * 4);
      DAT_00f7a1e0 = DAT_00f7a1e0 + -1;
    }
  }
LAB_0045081c:
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x498));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x480));
  *(undefined4 *)(this + 0x458) = 0;
  CUtlMemory<CHandle<CInfoLadderDismount>,int>::Purge
            ((CUtlMemory<CHandle<CInfoLadderDismount>,int> *)(this + 0x44c));
  *(undefined4 *)(this + 0x45c) = *(undefined4 *)(this + 0x44c);
  CUtlMemory<CHandle<CInfoLadderDismount>,int>::Purge
            ((CUtlMemory<CHandle<CInfoLadderDismount>,int> *)(this + 0x44c));
  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)