L L4D2node

CTransitioningPlayer::~CTransitioningPlayer

0x00521b20 · 250 bytes · __thiscall

_ZN20CTransitioningPlayerD1Ev

Decompiled

undefined (1 param)

/* CTransitioningPlayer::~CTransitioningPlayer() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CTransitioningPlayer_00c2efa8;
  *(undefined ***)(this + 0x1a3c) = &PTR__CTransitioningPlayer_00c2f51c;
  if (0 < DAT_00fa9a14) {
    iVar1 = 0;
    if (this != (CTransitioningPlayer *)*g_TransitioningPlayers) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_00fa9a14) goto LAB_00521b6c;
      } while (this != (CTransitioningPlayer *)g_TransitioningPlayers[iVar1]);
      if (iVar1 == -1) goto LAB_00521b6c;
    }
    iVar2 = (DAT_00fa9a14 - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_00fa9a14 = DAT_00fa9a14 + -1;
    }
    else {
      _V_memmove(g_TransitioningPlayers + iVar1,g_TransitioningPlayers + iVar1 + 1,iVar2 * 4);
      DAT_00fa9a14 = DAT_00fa9a14 + -1;
    }
  }
LAB_00521b6c:
  RemoveTransitioningPlayerRecord(*(int *)(this + 0x1a48));
  *(undefined ***)(this + 0x1a3c) = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 0x1a40) = 0xd;
  if (this[0x1a44] != (CTransitioningPlayer)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x1a3c);
    }
    this[0x1a44] = (CTransitioningPlayer)0x0;
  }
  *(undefined ***)(this + 0x1a3c) = &PTR__IGameEventListener2_00bfb610;
  CBaseCombatCharacter::~CBaseCombatCharacter((CBaseCombatCharacter *)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)