L L4D2node

CMatchExtL4D::~CMatchExtL4D

0x000357f0 · 131 bytes · __thiscall

_ZN12CMatchExtL4DD1Ev

Decompiled

undefined (1 param)

/* CMatchExtL4D::~CMatchExtL4D() */

void __thiscall CMatchExtL4D::~CMatchExtL4D(CMatchExtL4D *this)

{
  *(undefined ***)this = &PTR_GetAllMissions_000b0568;
  if (*(int *)(this + 4) != 0) {
    KeyValues::deleteThis();
    *(undefined4 *)(this + 4) = 0;
  }
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x68));
  *(undefined4 *)(this + 0x60) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x54));
  *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x54));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x1c));
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(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)