L L4D2node

CMatRenderContextPtr::~CMatRenderContextPtr

0x001369c0 · 51 bytes · __thiscall

_ZN20CMatRenderContextPtrD2Ev

Decompiled

undefined (1 param)

/* CMatRenderContextPtr::~CMatRenderContextPtr() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)this;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0xc))(piVar1);
    if (*(int **)this != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x001369eb. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)this + 4))();
      return;
    }
  }
  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)