L L4D2node

CSentence::~CSentence

0x000e0990 · 135 bytes · __thiscall

_ZN9CSentenceD1Ev

Decompiled

undefined (1 param)

/* CSentence::~CSentence() */

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

{
  Reset(this);
  if (*(void **)this != (void *)0x0) {
    operator_delete__(*(void **)this);
  }
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<CEmphasisSample,int>::Purge((CUtlMemory<CEmphasisSample,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<CEmphasisSample,int>::Purge((CUtlMemory<CEmphasisSample,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<CBasePhonemeTag*,int>::Purge((CUtlMemory<CBasePhonemeTag*,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<CBasePhonemeTag*,int>::Purge((CUtlMemory<CBasePhonemeTag*,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<CWordTag*,int>::Purge((CUtlMemory<CWordTag*,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CWordTag*,int>::Purge((CUtlMemory<CWordTag*,int> *)(this + 4));
  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)