L L4D2node

CGameClient::~CGameClient

0x001e9fb0 · 145 bytes · __thiscall

_ZN11CGameClientD1Ev

Decompiled

undefined (1 param)

/* CGameClient::~CGameClient() */

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

{
  *(undefined ***)this = &PTR__CGameClient_002bff48;
  *(undefined ***)(this + 4) = &PTR__CGameClient_002c0098;
  *(undefined ***)(this + 8) = &PTR__CGameClient_002c0158;
  *(undefined **)(this + 0x1d704) = &DAT_002c01a4;
  *(undefined4 *)(this + 0x1d760) = 0;
  CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
  *(undefined4 *)(this + 0x1d764) = *(undefined4 *)(this + 0x1d754);
  CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
  *(undefined ***)(this + 0x1d704) = &PTR__CClientFrameManager_002aa3a8;
  CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1d704),-1);
  CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x1d70c));
  CBaseClient::~CBaseClient((CBaseClient *)this);
  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)