L L4D2node

CCollisionBSPData::~CCollisionBSPData

0x0011ee70 · 16 bytes · __thiscall

_ZN17CCollisionBSPDataD1Ev

Decompiled

undefined (1 param)

/* CCollisionBSPData::~CCollisionBSPData() */

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

{
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0xe8));
  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)