L L4D2node

CHintSystem::~CHintSystem

0x00467960 · 181 bytes · __thiscall

_ZN11CHintSystemD1Ev

Decompiled

undefined (1 param)

/* CHintSystem::~CHintSystem() */

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

{
  CUtlMemory<CHintMessageTimers::hintmessagetime_t*,int> *this_00;
  void *pvVar1;
  
  this_00 = *(CUtlMemory<CHintMessageTimers::hintmessagetime_t*,int> **)(this + 0x20);
  if (this_00 != (CUtlMemory<CHintMessageTimers::hintmessagetime_t*,int> *)0x0) {
    *(undefined4 *)(this_00 + 0xc) = 0;
    CUtlMemory<CHintMessageTimers::hintmessagetime_t*,int>::Purge(this_00);
    *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
    CUtlMemory<CHintMessageTimers::hintmessagetime_t*,int>::Purge(this_00);
    operator_delete(this_00);
    *(undefined4 *)(this + 0x20) = 0;
  }
  pvVar1 = *(void **)(this + 0x1c);
  if (pvVar1 != (void *)0x0) {
    *(undefined4 *)((int)pvVar1 + 0x10) = 0;
    CUtlMemory<CHintMessage*,int>::Purge((CUtlMemory<CHintMessage*,int> *)((int)pvVar1 + 4));
    *(undefined4 *)((int)pvVar1 + 0x14) = *(undefined4 *)((int)pvVar1 + 4);
    CUtlMemory<CHintMessage*,int>::Purge((CUtlMemory<CHintMessage*,int> *)((int)pvVar1 + 4));
    operator_delete(pvVar1);
    *(undefined4 *)(this + 0x1c) = 0;
  }
  *(undefined4 *)(this + 0x30) = 0;
  CUtlMemory<CHintSystem::onresethints_t,int>::Purge
            ((CUtlMemory<CHintSystem::onresethints_t,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  CUtlMemory<CHintSystem::onresethints_t,int>::Purge
            ((CUtlMemory<CHintSystem::onresethints_t,int> *)(this + 0x24));
  if (1 < *(ushort *)(this + 0xe)) {
    free(*(void **)(this + 0x14));
  }
  *(undefined4 *)(this + 0x14) = 0;
  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)