L L4D2node

CConnectionlessLanMgr::~CConnectionlessLanMgr

0x00059110 · 46 bytes · __thiscall

_ZN21CConnectionlessLanMgrD0Ev

Decompiled

undefined (1 param)

/* CConnectionlessLanMgr::~CConnectionlessLanMgr() */

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

{
  *(undefined ***)this = &PTR__CConnectionlessLanMgr_000b3dc0;
  CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 4));
  *(undefined ***)this = &PTR__IConnectionlessPacketHandler_000b3da8;
  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)