L L4D2node

CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger

0x00693090 · 318 bytes · __thiscall

_ZN24CEnvPlayerSurfaceTriggerD1Ev

Decompiled

undefined (1 param)

/* CEnvPlayerSurfaceTrigger::~CEnvPlayerSurfaceTrigger() */

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

{
  int *piVar1;
  uint uVar2;
  uint uVar3;
  undefined *puVar4;
  uint *puVar5;
  int iVar6;
  int local_24;
  int local_20;
  
  *(undefined ***)this = &PTR__CEnvPlayerSurfaceTrigger_00c7ee88;
  uVar2 = *(uint *)(this + 0x3b4);
  local_24 = DAT_00fdcd84;
  if (0 < DAT_00fdcd84) {
    local_20 = 0;
    piVar1 = (int *)(g_pEntityList + (uVar2 & 0xfff) * 0x10 + 4);
    puVar5 = g_PlayerSurfaceTriggers;
    do {
      iVar6 = 0;
      if (uVar2 != 0xffffffff) {
        if (piVar1 == (int *)0x0) {
          iVar6 = 0;
        }
        else if (piVar1[1] == uVar2 >> 0xc) {
          iVar6 = *piVar1;
        }
      }
      uVar3 = *puVar5;
      if (((uVar3 == 0xffffffff) ||
          (puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar4 + 8) != uVar3 >> 0xc)) {
        if (iVar6 == 0) {
LAB_00693160:
          iVar6 = (DAT_00fdcd84 - local_20) + -1;
          if (0 < iVar6) {
            _V_memmove(puVar5,g_PlayerSurfaceTriggers + local_20 + 1,iVar6 * 4);
            local_24 = DAT_00fdcd84;
          }
          DAT_00fdcd84 = local_24 + -1;
          break;
        }
      }
      else if (iVar6 == *(int *)(puVar4 + 4)) goto LAB_00693160;
      local_20 = local_20 + 1;
      puVar5 = puVar5 + 1;
    } while (local_20 != DAT_00fdcd84);
  }
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x464));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x44c));
  *(undefined ***)this = &PTR__CPointEntity_00cd35a8;
  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)