L L4D2node

CFunctor7<void(*)(Vector_const&,float,int,int,Color,IMaterial*,bool),Vector,float,int,int,Color,IMaterial*,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor7

0x0028c040 · 25 bytes · __thiscall

_ZN9CFunctor7IPFvRK6Vectorfii5ColorP9IMaterialbES0_fiiS3_S5_b12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED0Ev

Decompiled

undefined (1 param)

/* CFunctor7<void (*)(Vector const&, float, int, int, Color, IMaterial*, bool), Vector, float, int,
   int, Color, IMaterial*, bool, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >
   >::~CFunctor7() */

void __thiscall
CFunctor7<void(*)(Vector_const&,float,int,int,Color,IMaterial*,bool),Vector,float,int,int,Color,IMaterial*,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor7(CFunctor7<void(*)(Vector_const&,float,int,int,Color,IMaterial*,bool),Vector,float,int,int,Color,IMaterial*,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)