L L4D2node

ScriptClassDesc_t::~ScriptClassDesc_t

0x005769b0 · 139 bytes · __thiscall

_ZN17ScriptClassDesc_tD2Ev

Decompiled

undefined (1 param)

/* ScriptClassDesc_t::~ScriptClassDesc_t() */

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

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x1c) + -1;
  if (-1 < iVar2) {
    iVar3 = iVar2 * 0x30;
    do {
      iVar2 = iVar2 + -1;
      iVar1 = *(int *)(this + 0x10) + iVar3;
      iVar3 = iVar3 + -0x30;
      *(undefined4 *)(iVar1 + 0x1c) = 0;
      CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(iVar1 + 0x10));
      *(undefined4 *)(iVar1 + 0x20) = *(undefined4 *)(iVar1 + 0x10);
      CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(iVar1 + 0x10));
    } while (iVar2 != -1);
  }
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<ScriptFunctionBinding_t,int>::Purge
            ((CUtlMemory<ScriptFunctionBinding_t,int> *)(this + 0x10));
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlMemory<ScriptFunctionBinding_t,int>::Purge
            ((CUtlMemory<ScriptFunctionBinding_t,int> *)(this + 0x10));
  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)