L L4D2node

PlayerReporter::~PlayerReporter

0x008fe700 · 101 bytes · __thiscall

_ZN14PlayerReporterD1Ev

Decompiled

undefined (1 param)

/* PlayerReporter::~PlayerReporter() */

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

{
  CUtlLinkedList<PlayerReport*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>>
  *this_00;
  
  this_00 = (CUtlLinkedList<PlayerReport*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>>
             *)(this + 0xc);
  *(undefined ***)this = &PTR__PlayerReporter_00cfd968;
  CUtlLinkedList<PlayerReport*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>>
  ::PurgeAndDeleteElements(this_00);
  CUtlLinkedList<PlayerReport*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>>
  ::RemoveAll(this_00);
  CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<PlayerReport*,unsigned_short>,unsigned_short> *)this_00
            );
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] != (PlayerReporter)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
    }
    this[8] = (PlayerReporter)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)