L L4D2node

CFlexAnimationTrack::~CFlexAnimationTrack

0x00ba9780 · 137 bytes · __thiscall

_ZN19CFlexAnimationTrackD2Ev

Decompiled

undefined (1 param)

/* CFlexAnimationTrack::~CFlexAnimationTrack() */

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

{
  CUtlMemory<CExpressionSample,int> *this_00;
  CUtlMemory<CExpressionSample,int> *pCVar1;
  CUtlMemory<CExpressionSample,int> *pCVar2;
  
  *(undefined ***)this = &PTR__CFlexAnimationTrack_00d54980;
  if (*(void **)(this + 4) != (void *)0x0) {
    operator_delete__(*(void **)(this + 4));
  }
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<CExpressionSample,int>::Purge((CUtlMemory<CExpressionSample,int> *)(this + 0x10));
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlMemory<CExpressionSample,int>::Purge((CUtlMemory<CExpressionSample,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  pCVar2 = (CUtlMemory<CExpressionSample,int> *)(this + 0x24);
  pCVar1 = (CUtlMemory<CExpressionSample,int> *)(this + 0x38);
  while (this_00 = pCVar2, (CUtlMemory<CExpressionSample,int> *)(this + 0x10) != pCVar1) {
    *(undefined4 *)(this_00 + 0xc) = 0;
    CUtlMemory<CExpressionSample,int>::Purge(this_00);
    *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
    CUtlMemory<CExpressionSample,int>::Purge(this_00);
    pCVar2 = this_00 + -0x14;
    pCVar1 = this_00;
  }
  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)