L L4D2node

CFriendlyFireAwardTemplate::~CFriendlyFireAwardTemplate

0x00850280 · 113 bytes · __thiscall

_ZN26CFriendlyFireAwardTemplateD1Ev

Decompiled

undefined (1 param)

/* CFriendlyFireAwardTemplate::~CFriendlyFireAwardTemplate() */

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

{
  CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
  *this_00;
  
  *(undefined ***)this = &PTR__CFriendlyFireAwardTemplate_00cd8a88;
  this_00 = (CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
             *)(this + 0x84);
  do {
    this_00 = this_00 + -0x1c;
    CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
    ::RemoveAll(this_00);
    CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>::Purge
              ((CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>
                *)this_00);
  } while ((CUtlLinkedList<CFriendlyFireIncident,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFriendlyFireIncident,unsigned_short>,unsigned_short>>
            *)(this + 0x14) != this_00);
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] != (CFriendlyFireAwardTemplate)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
    }
    this[8] = (CFriendlyFireAwardTemplate)0x0;
  }
  *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
  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)