L L4D2node

CMatchExtensions::~CMatchExtensions

0x00058190 · 66 bytes · __thiscall

_ZN16CMatchExtensionsD1Ev

Decompiled

undefined (1 param)

/* CMatchExtensions::~CMatchExtensions() */

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

{
  *(undefined ***)this = &PTR_RegisterExtensionInterface_000b3c10;
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>::Purge
            ((CUtlMemory<CMatchExtensions::RegisteredInterface_t,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<CMatchExtensions::RegisteredInterface_t,int>::Purge
            ((CUtlMemory<CMatchExtensions::RegisteredInterface_t,int> *)(this + 4));
  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)