L L4D2node

PackedEntity::~PackedEntity

0x001d6280 · 92 bytes · __thiscall

_ZN12PackedEntityD1Ev

Decompiled

undefined (1 param)

/* PackedEntity::~PackedEntity() */

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

{
  undefined4 *puVar1;
  
  if (*(void **)(this + 0x24) != (void *)0x0) {
    free(*(void **)(this + 0x24));
    *(undefined4 *)(this + 0x24) = 0;
  }
  puVar1 = *(undefined4 **)(this + 0x2c);
  if (puVar1 != (undefined4 *)0x0) {
    (**(code **)*puVar1)(puVar1);
    *(undefined4 *)(this + 0x2c) = 0;
  }
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<CSendProxyRecipients,int>::Purge((CUtlMemory<CSendProxyRecipients,int> *)(this + 0x10))
  ;
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlMemory<CSendProxyRecipients,int>::Purge((CUtlMemory<CSendProxyRecipients,int> *)(this + 0x10))
  ;
  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)