L L4D2node

CCSPlayer::~CCSPlayer

0x0065c560 · 326 bytes · __thiscall

_ZN9CCSPlayerD1Ev

Decompiled

undefined (1 param)

/* CCSPlayer::~CCSPlayer() */

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

{
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  *this_00;
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  *this_01;
  uint uVar1;
  void *pvVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x2894);
  *(undefined ***)this = &PTR__CCSPlayer_00c6e2a8;
  *(undefined **)(this + 0x2364) = &DAT_00c6eb68;
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0)) {
    UTIL_Remove(*(CBaseEntity **)(puVar3 + 4));
  }
  pvVar2 = *(void **)(this + 0x238c);
  if (pvVar2 != (void *)0x0) {
    *(undefined4 *)((int)pvVar2 + 0x10) = 0;
    CUtlMemory<CHintMessage*,int>::Purge((CUtlMemory<CHintMessage*,int> *)((int)pvVar2 + 4));
    *(undefined4 *)((int)pvVar2 + 0x14) = *(undefined4 *)((int)pvVar2 + 4);
    CUtlMemory<CHintMessage*,int>::Purge((CUtlMemory<CHintMessage*,int> *)((int)pvVar2 + 4));
    operator_delete(pvVar2);
  }
  *(undefined4 *)(this + 0x238c) = 0;
  this_00 = (CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
             *)(this + 0x29b8);
  this_01 = (CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
             *)(this + 0x29e0);
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::PurgeAndDeleteElements(this_00);
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::PurgeAndDeleteElements(this_01);
  (**(code **)(**(int **)(this + 0x2910) + 0x10))(*(int **)(this + 0x2910));
  CUtlDict<float,int>::RemoveAll((CUtlDict<float,int> *)(this + 0x2a14));
  CUtlRBTree<CUtlMap<char_const*,float,int>::Node_t,int,CUtlMap<char_const*,float,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int>>
  ::RemoveAll((CUtlRBTree<CUtlMap<char_const*,float,int>::Node_t,int,CUtlMap<char_const*,float,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int>>
               *)(this + 0x2a14));
  *(undefined4 *)(this + 0x2a2c) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int> *)
             (this + 0x2a18));
  *(undefined4 *)(this + 0x2a30) = 0xffffffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,float,int>::Node_t,int>,int> *)
             (this + 0x2a18));
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::RemoveAll(this_01);
  CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int> *)this_01);
  CUtlLinkedList<CDamageRecord*,int,false,int,CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>>
  ::RemoveAll(this_00);
  CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CDamageRecord*,int>,int> *)this_00);
  CBaseMultiplayerPlayer::~CBaseMultiplayerPlayer((CBaseMultiplayerPlayer *)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)