L L4D2node

CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor3

0x0028bf80 · 25 bytes · __thiscall

_ZN9CFunctor3IPFvRK11matrix3x4_tfbES0_fb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED0Ev

Decompiled

undefined (1 param)

/* CFunctor3<void (*)(matrix3x4_t const&, float, bool), matrix3x4_t, float, bool,
   CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor3() */

void __thiscall
CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor3(CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  *(undefined ***)(this + 8) = &PTR__CRefCountServiceBase_002b41a8;
  *(undefined ***)this = &PTR___cxa_pure_virtual_002b4188;
  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)