L L4D2node

CWin32UploadGameStats::~CWin32UploadGameStats

0x002139d0 · 65 bytes · __thiscall

_ZN21CWin32UploadGameStatsD2Ev

Decompiled

undefined (1 param)

/* CWin32UploadGameStats::~CWin32UploadGameStats() */

void __thiscall CWin32UploadGameStats::~CWin32UploadGameStats(CWin32UploadGameStats *this)

{
  if (*(int *)(this + 0x28) != 0) {
    close(*(int *)(this + 0x28));
    *(undefined4 *)(this + 0x28) = 0;
  }
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<CWin32UploadGameStats::FSMState_t,int>::Purge
            ((CUtlMemory<CWin32UploadGameStats::FSMState_t,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<CWin32UploadGameStats::FSMState_t,int>::Purge
            ((CUtlMemory<CWin32UploadGameStats::FSMState_t,int> *)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)