L L4D2node

CEntityTemporaryMover::~CEntityTemporaryMover

0x0045de30 · 90 bytes · __thiscall

_ZN21CEntityTemporaryMoverD1Ev

Decompiled

undefined (1 param)

/* CEntityTemporaryMover::~CEntityTemporaryMover() */

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

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0xc)) {
    do {
      iVar3 = iVar2 + 1;
      puVar1 = (undefined4 *)(iVar2 * 0x10 + *(int *)this);
      CBaseEntity::SetAbsOrigin((CBaseEntity *)*puVar1,(Vector *)(puVar1 + 1));
      iVar2 = iVar3;
    } while (iVar3 < *(int *)(this + 0xc));
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CEntityTemporaryMover::MovedEntity_t,int>::Purge
            ((CUtlMemory<CEntityTemporaryMover::MovedEntity_t,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CEntityTemporaryMover::MovedEntity_t,int>::Purge
            ((CUtlMemory<CEntityTemporaryMover::MovedEntity_t,int> *)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)