L L4D2node

CDataManager<CBoneCache,bonecacheparams_t,CBoneCache*,CThreadFastMutex>::~CDataManager

0x00b96730 · 47 bytes · __thiscall

_ZN12CDataManagerI10CBoneCache17bonecacheparams_tPS0_16CThreadFastMutexED2Ev

Decompiled

undefined (1 param)

/* CDataManager<CBoneCache, bonecacheparams_t, CBoneCache*, CThreadFastMutex>::~CDataManager() */

void __thiscall
CDataManager<CBoneCache,bonecacheparams_t,CBoneCache*,CThreadFastMutex>::~CDataManager
          (CDataManager<CBoneCache,bonecacheparams_t,CBoneCache*,CThreadFastMutex> *this)

{
  *(undefined ***)this = &PTR_Lock_00d546c8;
  if (((byte)this[0x4a] & 2) != 0) {
    CDataManagerBase::FlushAll((CDataManagerBase *)this);
    this[0x4a] = (CDataManager<CBoneCache,bonecacheparams_t,CBoneCache*,CThreadFastMutex>)
                 ((byte)this[0x4a] | 1);
  }
  CDataManagerBase::~CDataManagerBase((CDataManagerBase *)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)