L L4D2node

CBreakModelsPrecached::~CBreakModelsPrecached

0x00800c20 · 85 bytes · __thiscall

_ZN21CBreakModelsPrecachedD1Ev

Decompiled

undefined (1 param)

/* CBreakModelsPrecached::~CBreakModelsPrecached() */

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

{
  *(undefined ***)this = &PTR_Name_00cc4908;
  CUtlRBTree<CBreakModelsPrecached::breakable_precache_t,unsigned_short,bool(*)(CBreakModelsPrecached::breakable_precache_t_const&,CBreakModelsPrecached::breakable_precache_t_const&),CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CBreakModelsPrecached::breakable_precache_t,unsigned_short,bool(*)(CBreakModelsPrecached::breakable_precache_t_const&,CBreakModelsPrecached::breakable_precache_t_const&),CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>>
               *)(this + 0xc));
  *(undefined2 *)(this + 0x20) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>
           *)(this + 0x10));
  *(undefined2 *)(this + 0x22) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CBreakModelsPrecached::breakable_precache_t,unsigned_short>,unsigned_short>
           *)(this + 0x10));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)