CRagdollLRURetirement::~CRagdollLRURetirement
0x0051e860 · 172 bytes · __thiscall
_ZN21CRagdollLRURetirementD1Ev
Decompiled
undefined (1 param)
/* CRagdollLRURetirement::~CRagdollLRURetirement() */
void __thiscall CRagdollLRURetirement::~CRagdollLRURetirement(CRagdollLRURetirement *this)
{
CUtlMemory<CHandle<CFuncRagdollFader>,int> *this_00;
CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
*this_01;
CUtlMemory<CHandle<CFuncRagdollFader>,int> *pCVar1;
this_00 = (CUtlMemory<CHandle<CFuncRagdollFader>,int> *)(this + 0x98);
*(undefined ***)this = &PTR_Name_00c2d7c8;
*(undefined4 *)(this + 0xa4) = 0;
CUtlMemory<CHandle<CFuncRagdollFader>,int>::Purge(this_00);
*(undefined4 *)(this + 0xa8) = *(undefined4 *)(this + 0x98);
CUtlMemory<CHandle<CFuncRagdollFader>,int>::Purge(this_00);
pCVar1 = this_00;
do {
this_01 = (CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
*)(pCVar1 + -0x1c);
CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
::RemoveAll(this_01);
if (-1 < *(int *)(pCVar1 + -0x14)) {
if (*(void **)(this + (int)(this_01 + (0x98 - (int)this_00))) != (void *)0x0) {
free(*(void **)(this + (int)(this_01 + (0x98 - (int)this_00))));
*(undefined4 *)(this + (int)(this_01 + (0x98 - (int)this_00))) = 0;
}
*(undefined4 *)(this + (int)(this_01 + (0x9c - (int)this_00))) = 0;
}
pCVar1 = (CUtlMemory<CHandle<CFuncRagdollFader>,int> *)this_01;
} while ((CUtlLinkedList<CHandle<CBaseAnimating>,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CHandle<CBaseAnimating>,unsigned_short>,unsigned_short>>
*)(this + 0xc) != this_01);
*(undefined ***)this = &PTR_Name_00bfb628;
IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.