L L4D2node

CMaster::~CMaster

0x00203fc0 · 64 bytes · __thiscall

_ZN7CMasterD0Ev

Decompiled

undefined (1 param)

/* CMaster::~CMaster() */

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

{
  CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>> *this_00;
  
  this_00 = (CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>> *)(this + 4);
  *(undefined ***)this = &PTR_Init_002c40c8;
  CUtlVector<CMasterserver,CUtlMemory<CMasterserver,int>>::RemoveAll(this_00);
  CUtlMemory<CMasterserver,int>::Purge((CUtlMemory<CMasterserver,int> *)this_00);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CMasterserver,int>::Purge((CUtlMemory<CMasterserver,int> *)this_00);
  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)