L L4D2node

CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::~CUtlMultiList

0x00bdc7a0 · 337 bytes · __thiscall

_ZN13CUtlMultiListIN16CDataManagerBase22resource_lru_element_tEtED2Ev

Decompiled

undefined (1 param)

/* CUtlMultiList<CDataManagerBase::resource_lru_element_t, unsigned short>::~CUtlMultiList() */

void __thiscall
CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::~CUtlMultiList
          (CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *this)

{
  int iVar1;
  uint uVar2;
  uint uVar3;
  uint uVar4;
  ushort uVar5;
  int iVar6;
  
  if (*(int *)(this + 0x30) != 0) {
    uVar2 = *(int *)(this + 0x30) - 1;
    uVar4 = 0xffffffff;
    if (-1 < (int)uVar2) {
      do {
        uVar3 = uVar2;
        iVar6 = (uVar3 & 0xffff) * 0xc;
        *(short *)(*(int *)this + 10 + iVar6) = (short)uVar4;
        *(short *)(*(int *)this + 8 + iVar6) = (short)uVar3;
        uVar2 = uVar3 - 1;
        uVar4 = uVar3;
      } while (uVar3 - 1 != 0xffffffff);
    }
    *(undefined2 *)(this + 0x2c) = 0;
    uVar5 = *(ushort *)(this + 0x18);
    if (uVar5 != 0xffff) {
      iVar6 = *(int *)(this + 0xc);
      do {
        *(undefined2 *)(iVar6 + (uint)uVar5 * 10) = 0xffff;
        iVar1 = (uint)uVar5 * 10;
        *(undefined2 *)(*(int *)(this + 0xc) + 2 + iVar1) = 0xffff;
        *(undefined2 *)(*(int *)(this + 0xc) + 4 + iVar1) = 0;
        iVar6 = *(int *)(this + 0xc);
        uVar5 = *(ushort *)(iVar6 + 8 + iVar1);
      } while (uVar5 != 0xffff);
    }
    *(undefined2 *)(this + 0x2e) = 0;
  }
  if (*(void **)(this + 0x28) != (void *)0x0) {
    free(*(void **)(this + 0x28));
  }
  if (*(short *)(this + 0x22) != -1) {
    uVar5 = *(ushort *)(this + 0x18);
    if (*(ushort *)(this + 0x18) != 0xffff) {
      do {
        iVar6 = *(int *)(this + 0xc) + (uint)uVar5 * 10;
        *(ushort *)(iVar6 + 6) = uVar5;
        uVar5 = *(ushort *)(iVar6 + 8);
      } while (*(ushort *)(iVar6 + 8) != 0xffff);
      *(undefined2 *)(iVar6 + 8) = *(undefined2 *)(this + 0x1c);
      if (*(short *)(this + 0x18) != -1) {
        *(short *)(this + 0x1c) = *(short *)(this + 0x18);
      }
    }
    *(undefined2 *)(this + 0x18) = 0xffff;
    *(undefined2 *)(this + 0x1a) = 0xffff;
    *(undefined2 *)(this + 0x1e) = 0;
  }
  if (-1 < *(int *)(this + 0x14)) {
    if (*(void **)(this + 0xc) != (void *)0x0) {
      free(*(void **)(this + 0xc));
      *(undefined4 *)(this + 0xc) = 0;
    }
    *(undefined4 *)(this + 0x10) = 0;
  }
  if (-1 < *(int *)(this + 8)) {
    if (*(void **)this != (void *)0x0) {
      free(*(void **)this);
      *(undefined4 *)this = 0;
    }
    *(undefined4 *)(this + 4) = 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.



        

        

          

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