L L4D2node

CCaptionRepeatMgr::~CCaptionRepeatMgr

0x004b7440 · 62 bytes · __thiscall

_ZN17CCaptionRepeatMgrD1Ev

Decompiled

undefined (1 param)

/* CCaptionRepeatMgr::~CCaptionRepeatMgr() */

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

{
  CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,float,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)this);
  *(undefined2 *)(this + 0x14) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 4));
  *(undefined2 *)(this + 0x16) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,float,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 4));
  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)