L L4D2node

CGameServer::~CGameServer

0x001ff300 · 107 bytes · __thiscall

_ZN11CGameServerD1Ev

Decompiled

undefined (1 param)

/* CGameServer::~CGameServer() */

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

{
  *(undefined ***)this = &PTR__CGameServer_002c38e8;
  if (*(CPureServerWhitelist **)(this + 0x2d374) != (CPureServerWhitelist *)0x0) {
    CPureServerWhitelist::Release(*(CPureServerWhitelist **)(this + 0x2d374));
  }
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x254));
  *(undefined4 *)(this + 0x234) = 0;
  CUtlMemory<CEventInfo*,int>::Purge((CUtlMemory<CEventInfo*,int> *)(this + 0x228));
  *(undefined4 *)(this + 0x238) = *(undefined4 *)(this + 0x228);
  CUtlMemory<CEventInfo*,int>::Purge((CUtlMemory<CEventInfo*,int> *)(this + 0x228));
  CBaseServer::~CBaseServer((CBaseServer *)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)