L L4D2node

CTempEnvVar::~CTempEnvVar

0x000da430 · 112 bytes · __thiscall

_ZN11CTempEnvVarD1Ev

Decompiled

undefined (1 param)

/* CTempEnvVar::~CTempEnvVar() */

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

{
  if (*this != (CTempEnvVar)0x0) {
    if (this[8] == (CTempEnvVar)0x0) {
      setenv(*(char **)(this + 4),"",1);
    }
    else {
      SetValue(this,"%s",*(undefined4 *)(this + 0xc));
    }
  }
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 0xc));
  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)