L L4D2node

CHLTVDemoRecorder::~CHLTVDemoRecorder

0x0016d960 · 55 bytes · __thiscall

_ZN17CHLTVDemoRecorderD2Ev

Decompiled

undefined (1 param)

/* CHLTVDemoRecorder::~CHLTVDemoRecorder() */

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

{
  CHLTVDemoRecorder *in_stack_ffffffe4;
  
  *(undefined ***)this = &PTR_GetDemoFile_002b15c8;
  if (this[0x580] != (CHLTVDemoRecorder)0x0) {
    StopRecording(in_stack_ffffffe4);
  }
  CDemoFile::~CDemoFile((CDemoFile *)(this + 4));
  *(undefined ***)this = &PTR___cxa_pure_virtual_002b1568;
  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)