L L4D2node

CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder

0x0017bbf0 · 84 bytes · __thiscall

_ZN28CDatadescGeneratedNameHolderD1Ev

Decompiled

undefined (1 param)

/* CDatadescGeneratedNameHolder::~CDatadescGeneratedNameHolder() */

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

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if (0 < *(int *)(this + 0x14)) {
    do {
      iVar1 = iVar2 * 4;
      iVar2 = iVar2 + 1;
      operator_delete(*(void **)(*(int *)(this + 8) + iVar1));
    } while (iVar2 < *(int *)(this + 0x14));
  }
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 8));
  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)