L L4D2node

CSoundscapeSystem::~CSoundscapeSystem

0x00831f90 · 185 bytes · __thiscall

_ZN17CSoundscapeSystemD0Ev

Decompiled

undefined (1 param)

/* CSoundscapeSystem::~CSoundscapeSystem() */

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

{
  CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
  *this_00;
  
  this_00 = (CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
             *)(this + 0x54);
  *(undefined ***)this = &PTR_Name_00cd26a8;
  CUtlVector<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>>
  ::RemoveAll(this_00);
  CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int> *)this_00);
  *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
  CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int>::Purge
            ((CUtlMemory<CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>,int> *)this_00);
  *(undefined4 *)(this + 0x48) = 0;
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0x3c));
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)(this + 0x3c);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0x3c));
  *(undefined4 *)(this + 0x34) = 0;
  CUtlMemory<clusterSoundscapeList_t,int>::Purge
            ((CUtlMemory<clusterSoundscapeList_t,int> *)(this + 0x28));
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(this + 0x28);
  CUtlMemory<clusterSoundscapeList_t,int>::Purge
            ((CUtlMemory<clusterSoundscapeList_t,int> *)(this + 0x28));
  *(undefined4 *)(this + 0x20) = 0;
  CUtlMemory<CEnvSoundscape*,int>::Purge((CUtlMemory<CEnvSoundscape*,int> *)(this + 0x14));
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<CEnvSoundscape*,int>::Purge((CUtlMemory<CEnvSoundscape*,int> *)(this + 0x14));
  CStringRegistry::~CStringRegistry((CStringRegistry *)(this + 0xc));
  *(undefined ***)this = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)this);
  operator_delete(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)