L L4D2node

CMatchTitle::~CMatchTitle

0x00037c20 · 32 bytes · __thiscall

_ZN11CMatchTitleD0Ev

Decompiled

undefined (1 param)

/* CMatchTitle::~CMatchTitle() */

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

{
  *(undefined ***)this = &PTR_GetTitleID_000b09c8;
  *(undefined **)(this + 4) = &DAT_000b0a1c;
  *(undefined ***)(this + 8) = &PTR__IGameEventListener2_000b09b0;
  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)