L L4D2node

NET_SignonState::~NET_SignonState

0x000ba590 · 94 bytes · __thiscall

_ZN15NET_SignonStateD2Ev

Decompiled

undefined (1 param)

/* NET_SignonState::~NET_SignonState() */

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

{
  *(undefined ***)this = &PTR__NET_SignonState_002a1888;
  *(undefined4 *)(this + 0x78) = 0;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x6c));
  *(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x6c);
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x6c));
  *(undefined4 *)(this + 100) = 0;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x58));
  *(undefined4 *)(this + 0x68) = *(undefined4 *)(this + 0x58);
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0x58));
  *(undefined ***)this = &PTR__INetMessage_002a1188;
  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)