L L4D2node

CClientFrameManager::~CClientFrameManager

0x00116650 · 48 bytes · __thiscall

_ZN19CClientFrameManagerD2Ev

Decompiled

undefined (1 param)

/* CClientFrameManager::~CClientFrameManager() */

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

{
  *(undefined ***)this = &PTR__CClientFrameManager_002aa3a8;
  DeleteClientFrames(this,-1);
  CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 8));
  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)