L L4D2node

CServerDemo::~CServerDemo

0x005984c0 · 126 bytes · __thiscall

_ZN11CServerDemoD1Ev

Decompiled

undefined (1 param)

/* CServerDemo::~CServerDemo() */

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

{
  CUtlMemory<unsigned_char,int> *this_00;
  int iVar1;
  int iVar2;
  
  FreeCircularBuffer(*(CCircularBuffer **)this);
  iVar1 = *(int *)(this + 0x110) + -1;
  iVar2 = iVar1 * 0x10;
  if (-1 < iVar1) {
    do {
      iVar1 = iVar1 + -1;
      this_00 = (CUtlMemory<unsigned_char,int> *)(*(int *)(this + 0x104) + iVar2);
      iVar2 = iVar2 + -0x10;
      CUtlMemory<unsigned_char,int>::Purge(this_00);
    } while (iVar1 != -1);
  }
  *(undefined4 *)(this + 0x110) = 0;
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)(this + 0x104));
  *(undefined4 *)(this + 0x114) = *(undefined4 *)(this + 0x104);
  CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)(this + 0x104));
  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)