L L4D2node

rr2::CRule::~CRule

0x00bdab90 · 278 bytes · __thiscall

_ZN3rr25CRuleD1Ev

Decompiled

undefined (1 param)

/* rr2::CRule::~CRule() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x60);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x60) = 0;
  }
  CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::RemoveAll
            ((CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>> *)
             (this + 0x50));
  free(*(void **)(this + 0x50));
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined4 *)(this + 0x48) = 0;
  free(*(void **)(this + 0x40));
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  free(*(void **)(this + 0x30));
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>>::RemoveAll
            ((CUtlVector<rr2::CriterionLambda,CUtlMemoryConservative<rr2::CriterionLambda>> *)
             (this + 0x20));
  free(*(void **)(this + 0x20));
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  free(*(void **)(this + 0x10));
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 8) = 0;
  free(*(void **)this);
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 0xc) = 0;
  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)