L L4D2node

CMeleeWeaponInfoStore::~CMeleeWeaponInfoStore

0x00544e20 · 121 bytes · __thiscall

_ZN21CMeleeWeaponInfoStoreD1Ev

Decompiled

undefined (1 param)

/* CMeleeWeaponInfoStore::~CMeleeWeaponInfoStore() */

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

{
  *(undefined ***)this = &PTR_Name_00c406e8;
  DeleteAllInfo(this);
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x30));
  CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
               *)(this + 0xc));
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int> *)
             (this + 0x10));
  *(undefined4 *)(this + 0x28) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int> *)
             (this + 0x10));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)