L L4D2node

CBaseAnimating::~CBaseAnimating

0x005e9900 · 414 bytes · __thiscall

_ZN14CBaseAnimatingD2Ev

Decompiled

undefined (1 param)

/* CBaseAnimating::~CBaseAnimating() */

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

{
  void *pvVar1;
  CStudioHdr *this_00;
  int iVar2;
  CUtlMemory<ikcontextikrule_t,int> *this_01;
  int iVar3;
  
  *(undefined ***)this = &PTR__CBaseAnimating_00c5a548;
  Studio_DestroyBoneCache(*(memhandle_t__ **)(this + 0x520));
  pvVar1 = *(void **)(this + 0x480);
  if (pvVar1 != (void *)0x0) {
    *(undefined4 *)((int)pvVar1 + 0x101c) = 0;
    CUtlMemory<ikcontextikrule_t,int>::Purge
              ((CUtlMemory<ikcontextikrule_t,int> *)((int)pvVar1 + 0x1010));
    *(undefined4 *)((int)pvVar1 + 0x1020) = *(undefined4 *)((int)pvVar1 + 0x1010);
    CUtlMemory<ikcontextikrule_t,int>::Purge
              ((CUtlMemory<ikcontextikrule_t,int> *)((int)pvVar1 + 0x1010));
    iVar3 = *(int *)((int)pvVar1 + 0x1008) + -1;
    if (-1 < iVar3) {
      iVar2 = iVar3 * 0x14;
      do {
        iVar3 = iVar3 + -1;
        this_01 = (CUtlMemory<ikcontextikrule_t,int> *)(iVar2 + *(int *)((int)pvVar1 + 0xffc));
        *(undefined4 *)(this_01 + 0xc) = 0;
        CUtlMemory<ikcontextikrule_t,int>::Purge(this_01);
        *(undefined4 *)(this_01 + 0x10) = *(undefined4 *)this_01;
        CUtlMemory<ikcontextikrule_t,int>::Purge(this_01);
        iVar2 = iVar2 + -0x14;
      } while (iVar3 != -1);
    }
    *(undefined4 *)((int)pvVar1 + 0x1008) = 0;
    CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>::Purge
              ((CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int> *)
               ((int)pvVar1 + 0xffc));
    *(undefined4 *)((int)pvVar1 + 0x100c) = *(undefined4 *)((int)pvVar1 + 0xffc);
    CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int>::Purge
              ((CUtlMemory<CUtlVector<ikcontextikrule_t,CUtlMemory<ikcontextikrule_t,int>>,int> *)
               ((int)pvVar1 + 0xffc));
    *(void **)((int)pvVar1 + 0xff4) = pvVar1;
    *(undefined4 *)((int)pvVar1 + 0xff0) = 0;
    operator_delete(pvVar1);
  }
  UnlockStudioHdr(this);
  this_00 = *(CStudioHdr **)(this + 0x13e0);
  if (this_00 != (CStudioHdr *)0x0) {
    CStudioHdr::Term(this_00);
    *(undefined4 *)(this_00 + 0x4c) = 0;
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this_00 + 0x40));
    *(undefined4 *)(this_00 + 0x50) = *(undefined4 *)(this_00 + 0x40);
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this_00 + 0x40));
    *(undefined4 *)(this_00 + 0x38) = 0;
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this_00 + 0x2c));
    *(undefined4 *)(this_00 + 0x3c) = *(undefined4 *)(this_00 + 0x2c);
    CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this_00 + 0x2c));
    *(undefined4 *)(this_00 + 0x14) = 0;
    CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this_00 + 8));
    *(undefined4 *)(this_00 + 0x18) = *(undefined4 *)(this_00 + 8);
    CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this_00 + 8));
    operator_delete(this_00);
  }
  CGlowProperty::Reset((CGlowProperty *)(this + 0x1f0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x53c));
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)