L L4D2node

CRagdollLRURetirement::~CRagdollLRURetirement

0x0051e910 · 180 bytes · __thiscall

_ZN21CRagdollLRURetirementD0Ev

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);
  operator_delete(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)