L L4D2node

CGameWeaponManager::~CGameWeaponManager

0x006d23c0 · 199 bytes · __thiscall

_ZN18CGameWeaponManagerD0Ev

Decompiled

undefined (1 param)

/* CGameWeaponManager::~CGameWeaponManager() */

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

{
  int iVar1;
  int iVar2;
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CGameWeaponManager_00c91fe8;
  if (0 < DAT_00fe3594) {
    iVar1 = 0;
    if (this != (CGameWeaponManager *)*g_Managers) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_00fe3594) goto LAB_006d23fc;
      } while (this != (CGameWeaponManager *)g_Managers[iVar1]);
      if (iVar1 == -1) goto LAB_006d23fc;
    }
    iVar2 = (DAT_00fe3594 - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_00fe3594 = DAT_00fe3594 + -1;
    }
    else {
      _V_memmove(g_Managers + iVar1,g_Managers + iVar1 + 1,iVar2 * 4);
      DAT_00fe3594 = DAT_00fe3594 + -1;
    }
  }
LAB_006d23fc:
  *(undefined4 *)(this + 0x45c) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
  *(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x450);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x450));
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)