L L4D2node

CWingedEdgeList::~CWingedEdgeList

0x001cf550 · 99 bytes · __thiscall

_ZN15CWingedEdgeListD2Ev

Decompiled

undefined (1 param)

/* CWingedEdgeList::~CWingedEdgeList() */

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

{
  *(undefined4 *)(this + 0x9c) = 0;
  CUtlMemory<CWingedEdgeList::Surface_t,int>::Purge
            ((CUtlMemory<CWingedEdgeList::Surface_t,int> *)(this + 0x90));
  *(undefined4 *)(this + 0xa0) = *(undefined4 *)(this + 0x90);
  CUtlMemory<CWingedEdgeList::Surface_t,int>::Purge
            ((CUtlMemory<CWingedEdgeList::Surface_t,int> *)(this + 0x90));
  *(undefined4 *)(this + 0x88) = 0;
  CUtlMemory<CWingedEdgeList::WingedEdge_t,int>::Purge
            ((CUtlMemory<CWingedEdgeList::WingedEdge_t,int> *)(this + 0x7c));
  *(undefined4 *)(this + 0x8c) = *(undefined4 *)(this + 0x7c);
  CUtlMemory<CWingedEdgeList::WingedEdge_t,int>::Purge
            ((CUtlMemory<CWingedEdgeList::WingedEdge_t,int> *)(this + 0x7c));
  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)