L L4D2node

CVoxelHash::~CVoxelHash

0x001dd300 · 63 bytes · __thiscall

_ZN10CVoxelHashD2Ev

Decompiled

undefined (1 param)

/* CVoxelHash::~CVoxelHash() */

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

{
  Shutdown(this);
  CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
  ::RemoveAll((CUtlLinkedList<unsigned_short,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>>
               *)(this + 0x101c));
  CUtlFixedMemory<UtlLinkedListElem_t<unsigned_short,int>>::Purge();
  CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>>::~CUtlHashFixed
            ((CUtlHashFixed<int,512,CUtlHashFixedGenericHash<512>> *)(this + 0xc));
  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)