L L4D2node

CResponseQueueManager::~CResponseQueueManager

0x005da9e0 · 205 bytes · __thiscall

_ZN21CResponseQueueManagerD2Ev

Decompiled

undefined (1 param)

/* CResponseQueueManager::~CResponseQueueManager() */

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

{
  CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
  *this_00;
  CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
  *this_01;
  int *piVar1;
  int *piVar2;
  
  this_00 = *(CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
              **)(this + 0xc);
  *(undefined ***)this = &PTR_Name_00c590a8;
  if (this_00 !=
      (CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
       *)0x0) {
    *(undefined4 *)(this_00 + 0x38) = 0;
    CUtlMemory<CHandle<CBaseEntity>,int>::Purge
              ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this_00 + 0x2c));
    *(undefined4 *)(this_00 + 0x3c) = *(undefined4 *)(this_00 + 0x2c);
    CUtlMemory<CHandle<CBaseEntity>,int>::Purge
              ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this_00 + 0x2c));
    CUtlLinkedList<CResponseQueue::CDeferredResponse,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CResponseQueue::CDeferredResponse,int>>>
    ::RemoveAll(this_00);
    piVar2 = *(int **)this_00;
    if (*(int **)this_00 != (int *)0x0) {
      do {
        piVar1 = (int *)*piVar2;
        free(piVar2);
        piVar2 = piVar1;
      } while (piVar1 != (int *)0x0);
      *(undefined4 *)this_00 = 0;
      *(undefined4 *)(this_00 + 4) = 0;
    }
    operator_delete(this_00);
    *(undefined4 *)(this + 0xc) = 0;
  }
  this_01 = *(CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
              **)(this + 0x10);
  if (this_01 !=
      (CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
       *)0x0) {
    CUtlLinkedList<CScriptSpeechQueue::CQueuedScriptEvent,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CScriptSpeechQueue::CQueuedScriptEvent,int>>>
    ::RemoveAll(this_01);
    piVar2 = *(int **)this_01;
    if (*(int **)this_01 != (int *)0x0) {
      do {
        piVar1 = (int *)*piVar2;
        free(piVar2);
        piVar2 = piVar1;
      } while (piVar1 != (int *)0x0);
      *(undefined4 *)this_01 = 0;
      *(undefined4 *)(this_01 + 4) = 0;
    }
    operator_delete(this_01);
    *(undefined4 *)(this + 0x10) = 0;
  }
  *(undefined ***)this = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)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)