L L4D2node

CEngineRecipientFilter::~CEngineRecipientFilter

0x00157260 · 69 bytes · __thiscall

_ZN22CEngineRecipientFilterD0Ev

Decompiled

undefined (1 param)

/* CEngineRecipientFilter::~CEngineRecipientFilter() */

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

{
  *(undefined ***)this = &PTR__CEngineRecipientFilter_002ae5c8;
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 8));
  *(undefined ***)this = &PTR__IRecipientFilter_002aa388;
  operator_delete(this);
  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)