L L4D2node

CBaseServerVehicle::~CBaseServerVehicle

0x00b3bfb0 · 494 bytes · __thiscall

_ZN18CBaseServerVehicleD2Ev

Decompiled

undefined (1 param)

/* CBaseServerVehicle::~CBaseServerVehicle() */

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

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int local_2c;
  int local_28;
  
  *(undefined ***)this = &PTR_GetPassenger_00d4a888;
  SoundShutdown(this,0.0);
  *(undefined ***)(this + 0x90) = &PTR_GetDataDescMap_00d4a878;
  *(undefined4 *)(this + 0xb4) = 0;
  CUtlMemory<vehicle_crashsound_t,int>::Purge((CUtlMemory<vehicle_crashsound_t,int> *)(this + 0xa8))
  ;
  *(undefined4 *)(this + 0xb8) = *(undefined4 *)(this + 0xa8);
  CUtlMemory<vehicle_crashsound_t,int>::Purge((CUtlMemory<vehicle_crashsound_t,int> *)(this + 0xa8))
  ;
  *(undefined4 *)(this + 0xa0) = 0;
  CUtlMemory<vehicle_gear_t,int>::Purge((CUtlMemory<vehicle_gear_t,int> *)(this + 0x94));
  *(undefined4 *)(this + 0xa4) = *(undefined4 *)(this + 0x94);
  CUtlMemory<vehicle_gear_t,int>::Purge((CUtlMemory<vehicle_gear_t,int> *)(this + 0x94));
  *(undefined4 *)(this + 0x60) = 0;
  CUtlMemory<CBaseServerVehicle::exitanim_t,int>::Purge
            ((CUtlMemory<CBaseServerVehicle::exitanim_t,int> *)(this + 0x54));
  *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
  CUtlMemory<CBaseServerVehicle::exitanim_t,int>::Purge
            ((CUtlMemory<CBaseServerVehicle::exitanim_t,int> *)(this + 0x54));
  *(undefined4 *)(this + 0x4c) = 0;
  CUtlMemory<CBaseServerVehicle::entryanim_t,int>::Purge
            ((CUtlMemory<CBaseServerVehicle::entryanim_t,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  CUtlMemory<CBaseServerVehicle::entryanim_t,int>::Purge
            ((CUtlMemory<CBaseServerVehicle::entryanim_t,int> *)(this + 0x40));
  local_28 = *(int *)(this + 0x24) + -1;
  if (-1 < local_28) {
    local_2c = local_28 * 0x18;
    do {
      iVar1 = local_2c + *(int *)(this + 0x18);
      iVar3 = *(int *)(iVar1 + 0x10) + -1;
      if (-1 < iVar3) {
        iVar4 = iVar3 * 0x30;
        do {
          iVar3 = iVar3 + -1;
          iVar2 = *(int *)(iVar1 + 4) + iVar4;
          iVar4 = iVar4 + -0x30;
          *(undefined4 *)(iVar2 + 0x28) = 0;
          CUtlMemory<CPassengerSeatTransition,int>::Purge
                    ((CUtlMemory<CPassengerSeatTransition,int> *)(iVar2 + 0x1c));
          *(undefined4 *)(iVar2 + 0x2c) = *(undefined4 *)(iVar2 + 0x1c);
          CUtlMemory<CPassengerSeatTransition,int>::Purge
                    ((CUtlMemory<CPassengerSeatTransition,int> *)(iVar2 + 0x1c));
          *(undefined4 *)(iVar2 + 0x14) = 0;
          CUtlMemory<CPassengerSeatTransition,int>::Purge
                    ((CUtlMemory<CPassengerSeatTransition,int> *)(iVar2 + 8));
          *(undefined4 *)(iVar2 + 0x18) = *(undefined4 *)(iVar2 + 8);
          CUtlMemory<CPassengerSeatTransition,int>::Purge
                    ((CUtlMemory<CPassengerSeatTransition,int> *)(iVar2 + 8));
        } while (iVar3 != -1);
      }
      *(undefined4 *)(iVar1 + 0x10) = 0;
      CUtlMemory<CPassengerSeat,int>::Purge((CUtlMemory<CPassengerSeat,int> *)(iVar1 + 4));
      *(undefined4 *)(iVar1 + 0x14) = *(undefined4 *)(iVar1 + 4);
      CUtlMemory<CPassengerSeat,int>::Purge((CUtlMemory<CPassengerSeat,int> *)(iVar1 + 4));
      local_28 = local_28 + -1;
      local_2c = local_2c + -0x18;
    } while (local_28 != -1);
  }
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<CPassengerRole,int>::Purge((CUtlMemory<CPassengerRole,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<CPassengerRole,int>::Purge((CUtlMemory<CPassengerRole,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<CPassengerInfo,int>::Purge((CUtlMemory<CPassengerInfo,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CPassengerInfo,int>::Purge((CUtlMemory<CPassengerInfo,int> *)(this + 4));
  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)