L L4D2node

CSheetSimulator::~CSheetSimulator

0x004b0d80 · 162 bytes · __thiscall

_ZN15CSheetSimulatorD2Ev

Decompiled

undefined (1 param)

/* CSheetSimulator::~CSheetSimulator() */

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

{
  if (*(void **)(this + 0x14) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x14));
    if (*(void **)(this + 0x18) != (void *)0x0) {
      operator_delete__(*(void **)(this + 0x18));
    }
    if (*(void **)(this + 0x90) != (void *)0x0) {
      operator_delete__(*(void **)(this + 0x90));
    }
    if (*(void **)(this + 0x94) != (void *)0x0) {
      operator_delete__(*(void **)(this + 0x94));
    }
  }
  if (*(void **)(this + 8) != (void *)0x0) {
    operator_delete__(*(void **)(this + 8));
  }
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x28) = 0;
  CUtlMemory<CSheetSimulator::Spring_t,int>::Purge
            ((CUtlMemory<CSheetSimulator::Spring_t,int> *)(this + 0x1c));
  *(undefined4 *)(this + 0x2c) = *(undefined4 *)(this + 0x1c);
  CUtlMemory<CSheetSimulator::Spring_t,int>::Purge
            ((CUtlMemory<CSheetSimulator::Spring_t,int> *)(this + 0x1c));
  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)