L L4D2node

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

0x0028bfd0 · 7 bytes · __thiscall

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Decompiled

undefined (1 param)

/* non-virtual thunk to CFunctor3<void (*)(Vector const&, float, bool), Vector, float, bool,
   CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor3() */

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

{
  ~CFunctor3(this + -8);
  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)