L L4D2node

CSteam3Server::~CSteam3Server

0x00210d80 · 169 bytes · __thiscall

_ZN13CSteam3ServerD1Ev

Decompiled

undefined (1 param)

/* CSteam3Server::~CSteam3Server() */

void __thiscall CSteam3Server::~CSteam3Server(CSteam3Server *this)

{
  Shutdown(this);
  *(undefined ***)(this + 0x80) = &PTR___cxa_pure_virtual_002c5cc0;
  if (((byte)this[0x84] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x80);
  }
  *(undefined ***)(this + 0x68) = &PTR___cxa_pure_virtual_002c5be0;
  if (((byte)this[0x6c] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x68);
  }
  *(undefined ***)(this + 0x50) = &PTR___cxa_pure_virtual_002c5c60;
  if (((byte)this[0x54] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x50);
  }
  *(undefined ***)(this + 0x38) = &PTR___cxa_pure_virtual_002c5c20;
  if (((byte)this[0x3c] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x38);
  }
  *(undefined ***)(this + 0x20) = &PTR___cxa_pure_virtual_002c5be0;
  if (((byte)this[0x24] & 1) == 0) {
    return;
  }
  SteamAPI_UnregisterCallback();
  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)