L L4D2node

CBaseClient::~CBaseClient

0x000fb2f0 · 144 bytes · __thiscall

_ZN11CBaseClientD1Ev

Decompiled

undefined (1 param)

/* CBaseClient::~CBaseClient() */

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

{
  *(undefined ***)this = &PTR__CBaseClient_002a69e8;
  *(undefined ***)(this + 4) = &PTR__CBaseClient_002a6b08;
  *(undefined ***)(this + 8) = &PTR__CBaseClient_002a6bc8;
  (**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
  *(undefined4 *)(this + 0xc) = 0xd;
  *(undefined4 *)(this + 0x1d6fc) = 0;
  CUtlMemory<Spike_t,int>::Purge((CUtlMemory<Spike_t,int> *)(this + 0x1d6f0));
  *(undefined4 *)(this + 0x1d700) = *(undefined4 *)(this + 0x1d6f0);
  CUtlMemory<Spike_t,int>::Purge((CUtlMemory<Spike_t,int> *)(this + 0x1d6f0));
  if (*(CFrameSnapshot **)(this + 0xfc) != (CFrameSnapshot *)0x0) {
    CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0xfc));
  }
  *(undefined ***)(this + 8) = &PTR__INetMessageHandler_002a6868;
  *(undefined ***)(this + 4) = &PTR__INetChannelHandler_002a6828;
  *(undefined ***)this = &PTR__IGameEventListener2_002a68f8;
  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)