L L4D2node

rr2::CResponseDB::~CResponseDB

0x00bd8ea0 · 74 bytes · __thiscall

_ZN3rr211CResponseDBD1Ev

Decompiled

undefined (1 param)

/* rr2::CResponseDB::~CResponseDB() */

void __thiscall rr2::CResponseDB::~CResponseDB(CResponseDB *this)

{
  CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>> *this_00;
  
  this_00 = (CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>> *)(this + 0x3c);
  *(undefined ***)this = &PTR__CResponseDB_00d57028;
  CUtlVector<rr2::CRule,CUtlMemory<rr2::CRule,int>>::RemoveAll(this_00);
  CUtlMemory<rr2::CRule,int>::Purge((CUtlMemory<rr2::CRule,int> *)this_00);
  *(undefined4 *)(this + 0x4c) = *(undefined4 *)(this + 0x3c);
  CUtlMemory<rr2::CRule,int>::Purge((CUtlMemory<rr2::CRule,int> *)this_00);
  *(undefined ***)this = &PTR__IResponseDB_00d56fe8;
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(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)