L L4D2node

CVoteController::~CVoteController

0x00b41b90 · 182 bytes · __thiscall

_ZN15CVoteControllerD2Ev

Decompiled

undefined (1 param)

/* CVoteController::~CVoteController() */

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

{
  int *piVar1;
  int iVar2;
  
  iVar2 = 0;
  *(undefined ***)this = &PTR__CVoteController_00d4b388;
  g_voteController = 0;
  if (0 < *(int *)(this + 0x54c)) {
    do {
      piVar1 = *(int **)(*(int *)(this + 0x540) + iVar2 * 4);
      if (piVar1 != (int *)0x0) {
        (**(code **)(*piVar1 + 4))(piVar1);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(this + 0x54c));
  }
  *(undefined4 *)(this + 0x568) = 0;
  CUtlMemory<CVoteController::CallerRecord,int>::Purge
            ((CUtlMemory<CVoteController::CallerRecord,int> *)(this + 0x55c));
  *(undefined4 *)(this + 0x56c) = *(undefined4 *)(this + 0x55c);
  CUtlMemory<CVoteController::CallerRecord,int>::Purge
            ((CUtlMemory<CVoteController::CallerRecord,int> *)(this + 0x55c));
  *(undefined4 *)(this + 0x54c) = 0;
  CUtlMemory<CBaseIssue*,int>::Purge((CUtlMemory<CBaseIssue*,int> *)(this + 0x540));
  *(undefined4 *)(this + 0x550) = *(undefined4 *)(this + 0x540);
  CUtlMemory<CBaseIssue*,int>::Purge((CUtlMemory<CBaseIssue*,int> *)(this + 0x540));
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)