L L4D2node

CEntityFactoryDictionary::~CEntityFactoryDictionary

0x00b30940 · 140 bytes · __thiscall

_ZN24CEntityFactoryDictionaryD2Ev

Decompiled

undefined (1 param)

/* CEntityFactoryDictionary::~CEntityFactoryDictionary() */

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

{
  CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  *this_00;
  ushort uVar1;
  
  this_00 = (CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
             *)(this + 4);
  *(undefined ***)this = &PTR_InstallFactory_00d48cc8;
  for (uVar1 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               ::FirstInorder(this_00); uVar1 != 0xffff;
      uVar1 = CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
              ::NextInorder(this_00,uVar1)) {
    free(*(void **)((uint)uVar1 * 0x10 + *(int *)(this + 8) + 8));
  }
  CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll(this_00);
  CUtlRBTree<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,IEntityFactory*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll(this_00);
  *(undefined2 *)(this + 0x18) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 8));
  *(undefined2 *)(this + 0x1a) = 0xffff;
  CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
  ::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,IEntityFactory*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
           *)(this + 8));
  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)