L L4D2node

Tm_Zone::~Tm_Zone

0x000b9ff0 · 61 bytes · __thiscall

_ZN7Tm_ZoneD1Ev

Decompiled

undefined (1 param)

/* Tm_Zone::~Tm_Zone() */

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

{
  int iVar1;
  
  iVar1 = *(int *)(this + 8);
  if (iVar1 != 0) {
    (**(code **)(iVar1 + 0x54))(iVar1,*(undefined4 *)this,*(undefined4 *)(this + 4),0,0,0);
  }
  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)