L L4D2node

CLog::~CLog

0x001fafb0 · 76 bytes · __thiscall

_ZN4CLogD0Ev

Decompiled

undefined (1 param)

/* CLog::~CLog() */

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

{
  *(undefined ***)this = &PTR__CLog_002c19f8;
  *(undefined4 *)(this + 4) = 0xd;
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<netadr_s,int>::Purge((CUtlMemory<netadr_s,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<netadr_s,int>::Purge((CUtlMemory<netadr_s,int> *)(this + 0xc));
  *(undefined ***)this = &PTR__IGameEventListener2_002a68f8;
  operator_delete(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)