L L4D2node

CScenePrecacheSystem::~CScenePrecacheSystem

0x0081c250 · 85 bytes · __thiscall

_ZN20CScenePrecacheSystemD1Ev

Decompiled

undefined (1 param)

/* CScenePrecacheSystem::~CScenePrecacheSystem() */

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

{
  *(undefined ***)this = &PTR_Name_00ccd0e8;
  CUtlRBTree<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short,CUtlMap<int,int,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 0xc));
  *(undefined2 *)(this + 0x20) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 0x10));
  *(undefined2 *)(this + 0x22) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,int,unsigned_short>::Node_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)