L L4D2node

SVC_UserMessage::~SVC_UserMessage

0x000ba110 · 49 bytes · __thiscall

_ZN15SVC_UserMessageD0Ev

Decompiled

undefined (1 param)

/* SVC_UserMessage::~SVC_UserMessage() */

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

{
  *(undefined ***)this = &PTR__SVC_UserMessage_002a1be8;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x90));
  *(undefined ***)this = &PTR__INetMessage_002a1188;
  free(this);
  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)