L L4D2node

CDispInfo::~CDispInfo

0x0013a5e0 · 174 bytes · __thiscall

_ZN9CDispInfoD2Ev

Decompiled

undefined (1 param)

/* CDispInfo::~CDispInfo() */

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

{
  *(undefined ***)this = &PTR__CDispInfo_002ace08;
  *(undefined ***)(this + 4) = &PTR_GetPowerInfo_002ace68;
  if (*(void **)(this + 0x24c) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x24c));
  }
  if (*(void **)(this + 0x240) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x240));
  }
  if (*(void **)(this + 0x248) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0x248));
  }
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x100) = 0;
  g_ConstructorChecker = g_ConstructorChecker + -1;
  *(undefined4 *)(this + 0x114) = *(undefined4 *)(this + 0x108);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xf4));
  *(undefined4 *)(this + 0x104) = *(undefined4 *)(this + 0xf4);
  CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xf4));
  *(undefined ***)this = &PTR__IDispInfo_002acda8;
  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)