L L4D2node

CServerPlugin::~CServerPlugin

0x00209ad0 · 55 bytes · __thiscall

_ZN13CServerPluginD2Ev

Decompiled

undefined (1 param)

/* CServerPlugin::~CServerPlugin() */

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

{
  *(undefined ***)this = &PTR_CreateMessage_002c4b48;
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<CPlugin*,int>::Purge((CUtlMemory<CPlugin*,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CPlugin*,int>::Purge((CUtlMemory<CPlugin*,int> *)(this + 4));
  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)