L L4D2node

CParticleSystemMgr::~CParticleSystemMgr

0x00bd5370 · 387 bytes · __thiscall

_ZN18CParticleSystemMgrD1Ev

Decompiled

undefined (1 param)

/* CParticleSystemMgr::~CParticleSystemMgr() */

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

{
  CParticleSystemDictionary *this_00;
  int iVar1;
  int iVar2;
  CUtlMemory<IParticleOperatorDefinition*,int> *this_01;
  int iVar4;
  CUtlMemory<IParticleOperatorDefinition*,int> *pCVar3;
  
  FlushAllSheets(this);
  this_00 = *(CParticleSystemDictionary **)(this + 0x8c);
  if (this_00 != (CParticleSystemDictionary *)0x0) {
    CParticleSystemDictionary::~CParticleSystemDictionary(this_00);
    operator_delete(this_00);
    *(undefined4 *)(this + 0x8c) = 0;
  }
  *(undefined4 *)(this + 0x134) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x128));
  *(undefined4 *)(this + 0x138) = *(undefined4 *)(this + 0x128);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x128));
  *(undefined4 *)(this + 0x120) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x114));
  *(undefined4 *)(this + 0x124) = *(undefined4 *)(this + 0x114);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x114));
  iVar4 = *(int *)(this + 0x100) + -1;
  if (-1 < iVar4) {
    iVar1 = iVar4 * 0x18;
    do {
      iVar4 = iVar4 + -1;
      iVar2 = iVar1 + *(int *)(this + 0xf4);
      *(undefined4 *)(iVar2 + 0x10) = 0;
      CUtlMemory<CParticleCollection*,int>::Purge
                ((CUtlMemory<CParticleCollection*,int> *)(iVar2 + 4));
      *(undefined4 *)(iVar2 + 0x14) = *(undefined4 *)(iVar2 + 4);
      CUtlMemory<CParticleCollection*,int>::Purge
                ((CUtlMemory<CParticleCollection*,int> *)(iVar2 + 4));
      iVar1 = iVar1 + -0x18;
    } while (iVar4 != -1);
  }
  *(undefined4 *)(this + 0x100) = 0;
  CUtlMemory<CParticleSystemMgr::RenderCache_t,int>::Purge
            ((CUtlMemory<CParticleSystemMgr::RenderCache_t,int> *)(this + 0xf4));
  *(undefined4 *)(this + 0x104) = *(undefined4 *)(this + 0xf4);
  CUtlMemory<CParticleSystemMgr::RenderCache_t,int>::Purge
            ((CUtlMemory<CParticleSystemMgr::RenderCache_t,int> *)(this + 0xf4));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0xa4));
  *(undefined4 *)(this + 0x9c) = 0;
  CUtlMemory<CSheet*,int>::Purge((CUtlMemory<CSheet*,int> *)(this + 0x90));
  *(undefined4 *)(this + 0xa0) = *(undefined4 *)(this + 0x90);
  CUtlMemory<CSheet*,int>::Purge((CUtlMemory<CSheet*,int> *)(this + 0x90));
  pCVar3 = (CUtlMemory<IParticleOperatorDefinition*,int> *)(this + 0x8c);
  do {
    this_01 = pCVar3 + -0x14;
    *(undefined4 *)(pCVar3 + -8) = 0;
    CUtlMemory<IParticleOperatorDefinition*,int>::Purge(this_01);
    *(undefined4 *)(pCVar3 + -4) = *(undefined4 *)this_01;
    CUtlMemory<IParticleOperatorDefinition*,int>::Purge(this_01);
    pCVar3 = this_01;
  } while (this != (CParticleSystemMgr *)this_01);
  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)