L L4D2node

CHLTVClient::~CHLTVClient

0x001683a0 · 51 bytes · __thiscall

_ZN11CHLTVClientD0Ev

Decompiled

undefined (1 param)

/* CHLTVClient::~CHLTVClient() */

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

{
  *(undefined ***)this = &PTR__CHLTVClient_002b0c08;
  *(undefined ***)(this + 4) = &PTR__CHLTVClient_002b0d58;
  *(undefined ***)(this + 8) = &PTR__CHLTVClient_002b0e18;
  CBaseClient::~CBaseClient((CBaseClient *)this);
  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)