L L4D2node

ResponseRulePartition::~ResponseRulePartition

0x005b9810 · 402 bytes · __thiscall

_ZN21ResponseRulePartitionD2Ev

Decompiled

undefined (1 param)

/* ResponseRulePartition::~ResponseRulePartition() */

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

{
  CUtlRBTree<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Rule*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  *pCVar1;
  ushort *puVar2;
  int iVar3;
  ResponseRulePartition *pRVar4;
  CUtlRBTree<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Rule*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  *this_00;
  int iVar6;
  ushort uVar7;
  CUtlRBTree<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Rule*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  *pCVar5;
  
  RemoveAll(this);
  if (this != (ResponseRulePartition *)0x0) {
    pCVar1 = (CUtlRBTree<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Rule*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
              *)(this + 0x3800);
    pRVar4 = this + 0x37f8;
    pCVar5 = pCVar1;
    do {
      this_00 = pCVar5 + -0x38;
      if (*(short *)(this + (int)(this_00 + (0x3832 - (int)pCVar1))) != -1) {
        iVar6 = 0;
        if (0 < *(int *)(pCVar5 + -0x14)) {
          do {
            uVar7 = (ushort)iVar6;
            if ((iVar6 < *(int *)(pCVar5 + -0x14)) &&
               (uVar7 <= *(ushort *)(this + (int)(this_00 + (0x3832 - (int)pCVar1))))) {
              if ((CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                   ::Links(unsigned_short)::s_Sentinel == '\0') &&
                 (iVar3 = __cxa_guard_acquire(&CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                                               ::Links(unsigned_short)::s_Sentinel), iVar3 != 0)) {
                CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                ::Links(unsigned_short)::s_Sentinel = 0xffff;
                DAT_00f21ce2 = 0xffff;
                DAT_00f21ce4 = 0xffff;
                __cxa_guard_release(&CUtlRBTree<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                                     ::Links(unsigned_short)::s_Sentinel);
              }
              puVar2 = (ushort *)(*(int *)(pCVar5 + -0x18) + iVar6 * 0x10);
              if (*puVar2 != uVar7) {
                puVar2[1] = *(ushort *)pRVar4;
                *(ushort *)(*(int *)(pCVar5 + -0x18) + iVar6 * 0x10) = uVar7;
                *(ushort *)pRVar4 = uVar7;
              }
            }
          } while (((uVar7 != *(ushort *)(pCVar5 + -6)) &&
                   ((int)(iVar6 + 1U & 0xffff) < *(int *)(pCVar5 + -0x14))) &&
                  (iVar6 = iVar6 + 1, iVar6 != 0xffff));
        }
        *(ushort *)(pRVar4 + -4) = 0xffff;
        *(ushort *)(pRVar4 + -2) = 0;
      }
      *(ushort *)pRVar4 = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
               *)(pCVar5 + -0x18));
      *(undefined2 *)(pCVar5 + -6) = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
               *)(pCVar5 + -0x18));
      CUtlRBTree<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,Rule*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
      ::RemoveAll(this_00);
      *(undefined2 *)(pCVar5 + -0x24) = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
               *)(pCVar5 + -0x34));
      *(undefined2 *)(pCVar5 + -0x22) = 0xffff;
      CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
      ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,Rule*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
               *)(pCVar5 + -0x34));
      pRVar4 = pRVar4 + -0x38;
      pCVar5 = this_00;
    } while (this != (ResponseRulePartition *)this_00);
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)