L L4D2node

CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor2

0x0018a280 · 21 bytes · __thiscall

_ZN15CMemberFunctor2IP12CModelRenderMS0_FviPP13memhandle_t__EiS4_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED2Ev

Decompiled

undefined (1 param)

/* CMemberFunctor2<CModelRender*, void (CModelRender::*)(int, memhandle_t__**), int,
   memhandle_t__**, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
   CFuncMemPolicyNone>::~CMemberFunctor2() */

void __thiscall
CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor2(CMemberFunctor2<CModelRender*,void(CModelRender::*)(int,memhandle_t__**),int,memhandle_t__**,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
                   *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)