L L4D2node

CSlideshowDisplay::~CSlideshowDisplay

0x00823df0 · 222 bytes · __thiscall

_ZN17CSlideshowDisplayD2Ev

Decompiled

undefined (1 param)

/* CSlideshowDisplay::~CSlideshowDisplay() */

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

{
  uint uVar1;
  CVGuiScreen *pCVar2;
  undefined *puVar3;
  int iVar4;
  int local_20;
  
  *(undefined ***)this = &PTR__CSlideshowDisplay_00cce588;
  local_20 = *(int *)(this + 0x594) + -1;
  iVar4 = local_20 * 4;
  if (-1 < local_20) {
    do {
      pCVar2 = (CVGuiScreen *)0x0;
      uVar1 = *(uint *)(*(int *)(this + 0x588) + iVar4);
      if (((uVar1 != 0xffffffff) &&
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
        pCVar2 = *(CVGuiScreen **)(puVar3 + 4);
      }
      iVar4 = iVar4 + -4;
      DestroyVGuiScreen(pCVar2);
      local_20 = local_20 + -1;
    } while (local_20 != -1);
  }
  *(undefined4 *)(this + 0x594) = 0;
  CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
            ((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x588));
  *(undefined4 *)(this + 0x598) = *(undefined4 *)(this + 0x588);
  CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
            ((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x588));
  *(undefined4 *)(this + 0x554) = 0;
  CUtlMemory<SlideKeywordList_t*,int>::Purge((CUtlMemory<SlideKeywordList_t*,int> *)(this + 0x548));
  *(undefined4 *)(this + 0x558) = *(undefined4 *)(this + 0x548);
  CUtlMemory<SlideKeywordList_t*,int>::Purge((CUtlMemory<SlideKeywordList_t*,int> *)(this + 0x548));
  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)