CUtlCachedFileData<CModelSoundsCache>::~CUtlCachedFileData
0x006232a0 · 242 bytes · __thiscall
_ZN18CUtlCachedFileDataI17CModelSoundsCacheED0Ev
Decompiled
undefined (1 param)
/* CUtlCachedFileData<CModelSoundsCache>::~CUtlCachedFileData() */
void __thiscall
CUtlCachedFileData<CModelSoundsCache>::~CUtlCachedFileData
(CUtlCachedFileData<CModelSoundsCache> *this)
{
int iVar1;
undefined4 *puVar2;
int iVar3;
*(undefined ***)this = &PTR__CUtlCachedFileData_00c605d8;
CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
*)(this + 4));
iVar1 = *(int *)(this + 0x2c);
if (0 < iVar1) {
iVar3 = 0;
do {
puVar2 = *(undefined4 **)(*(int *)(this + 0x20) + iVar3 * 4);
if (puVar2 != (undefined4 *)0x0) {
*puVar2 = &PTR_Save_00c15be0;
puVar2[4] = 0;
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(puVar2 + 1));
puVar2[5] = puVar2[1];
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(puVar2 + 1));
operator_delete(puVar2);
}
iVar3 = iVar3 + 1;
} while (iVar3 != iVar1);
}
*(undefined4 *)(this + 0x2c) = 0;
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x44));
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x34));
*(undefined4 *)(this + 0x2c) = 0;
CUtlMemory<CModelSoundsCache*,int>::Purge((CUtlMemory<CModelSoundsCache*,int> *)(this + 0x20));
*(undefined4 *)(this + 0x30) = *(undefined4 *)(this + 0x20);
CUtlMemory<CModelSoundsCache*,int>::Purge((CUtlMemory<CModelSoundsCache*,int> *)(this + 0x20));
CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short,bool(*)(CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&,CUtlCachedFileData<CModelSoundsCache>::ElementType_t_const&),CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>>
*)(this + 4));
*(undefined2 *)(this + 0x18) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>
*)(this + 8));
*(undefined2 *)(this + 0x1a) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlCachedFileData<CModelSoundsCache>::ElementType_t,unsigned_short>,unsigned_short>
*)(this + 8));
operator_delete(this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.