L L4D2node

CPlugin::~CPlugin

0x00208ec0 · 82 bytes · __thiscall

_ZN7CPluginD2Ev

Decompiled

undefined (1 param)

/* CPlugin::~CPlugin() */

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

{
  if (*(int *)(this + 0x104) != 0) {
    Unload(this);
  }
  *(undefined4 *)(this + 0x104) = 0;
  if (*(int *)(this + 0x10c) != 0) {
    (**(code **)(*g_pFileSystem + 0x6c))(g_pFileSystem,*(int *)(this + 0x10c));
  }
  *(undefined4 *)(this + 0x10c) = 0;
  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)