L L4D2node

CFunctor0<void(*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor0

0x0017b770 · 21 bytes · __thiscall

_ZN9CFunctor0IPFvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED2Ev

Decompiled

undefined (1 param)

/* CFunctor0<void (*)(), CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor0()
    */

void __thiscall
CFunctor0<void(*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor0
          (CFunctor0<void(*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>> *this)

{
  *(undefined ***)(this + 8) = &PTR__CRefCountServiceBase_002b41a8;
  *(undefined ***)this = &PTR___cxa_pure_virtual_002b4188;
  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)