L L4D2node

CPointScriptTemplate::~CPointScriptTemplate

0x007e1270 · 312 bytes · __thiscall

_ZN20CPointScriptTemplateD2Ev

Decompiled

undefined (1 param)

/* CPointScriptTemplate::~CPointScriptTemplate() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CPointScriptTemplate_00cc00c8;
  if (*(int *)(this + 0x52c) != 0) {
    (**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)(this + 0x52c));
  }
  if (*(int *)(this + 0x530) != 0) {
    (**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)(this + 0x530));
  }
  if (0 < *(int *)(this + 0x50c)) {
    iVar2 = 0;
    do {
      iVar1 = iVar2 * 8;
      iVar2 = iVar2 + 1;
      (**(code **)(*g_pScriptVM + 0x44))
                (g_pScriptVM,*(undefined4 *)(*(int *)(this + 0x500) + 4 + iVar1));
    } while (iVar2 < *(int *)(this + 0x50c));
  }
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x514));
  *(undefined4 *)(this + 0x50c) = 0;
  CUtlMemory<scriptTemplate_t,int>::Purge((CUtlMemory<scriptTemplate_t,int> *)(this + 0x500));
  *(undefined4 *)(this + 0x510) = *(undefined4 *)(this + 0x500);
  CUtlMemory<scriptTemplate_t,int>::Purge((CUtlMemory<scriptTemplate_t,int> *)(this + 0x500));
  *(undefined ***)this = &PTR__CPointTemplate_00cbfd08;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a8));
  *(undefined4 *)(this + 0x4a0) = 0;
  CUtlMemory<template_t,int>::Purge((CUtlMemory<template_t,int> *)(this + 0x494));
  *(undefined4 *)(this + 0x4a4) = *(undefined4 *)(this + 0x494);
  CUtlMemory<template_t,int>::Purge((CUtlMemory<template_t,int> *)(this + 0x494));
  *(undefined4 *)(this + 0x48c) = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x480));
  *(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x480);
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x480));
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  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)