L L4D2node

CTeamplayRules::~CTeamplayRules

0x004d1a40 · 97 bytes · __thiscall

_ZN14CTeamplayRulesD1Ev

Decompiled

undefined (1 param)

/* CTeamplayRules::~CTeamplayRules() */

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

{
  CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
  *this_00;
  CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
  *this_01;
  
  this_00 = (CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
             *)(this + 0x24);
  *(undefined ***)this = &PTR_Name_00c17028;
  CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
  ::RemoveAll(this_00);
  CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>
              *)this_00);
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  this_01 = (CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
             *)(this + 0xc);
  CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>
              *)this_00);
  CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::
  RemoveAll(this_01);
  CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
            ((CUtlMemory<CMultiplayRules::ResponseRules_t,int> *)this_01);
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
            ((CUtlMemory<CMultiplayRules::ResponseRules_t,int> *)this_01);
  CGameRules::~CGameRules((CGameRules *)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)