L L4D2node

CHLTVDirector::~CHLTVDirector

0x006dbb80 · 173 bytes · __thiscall

_ZN13CHLTVDirectorD1Ev

Decompiled

undefined (1 param)

/* CHLTVDirector::~CHLTVDirector() */

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

{
  *(undefined ***)this = &PTR__CHLTVDirector_00c93bc8;
  *(undefined ***)(this + 0xc) = &PTR_Name_00c93c58;
  *(undefined ***)(this + 0x10) = &PTR__CHLTVDirector_00c93ca4;
  CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CGameEvent,unsigned_short,bool(*)(CGameEvent_const&,CGameEvent_const&),CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>>
               *)(this + 0x1d0));
  *(undefined2 *)(this + 0x1e4) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short> *)(this + 0x1d4)
            );
  *(undefined2 *)(this + 0x1e6) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlRBTreeNode_t<CGameEvent,unsigned_short>,unsigned_short> *)(this + 0x1d4)
            );
  *(undefined ***)(this + 0x10) = &PTR__IHLTVDirector_00c93b88;
  *(undefined ***)(this + 0xc) = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)(this + 0xc));
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] != (CHLTVDirector)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
    }
    this[8] = (CHLTVDirector)0x0;
  }
  *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
  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)