L L4D2node

CGCClientJobUpdateStats::~CGCClientJobUpdateStats

0x0005dcc0 · 50 bytes · __thiscall

_ZN23CGCClientJobUpdateStatsD1Ev

Decompiled

undefined (1 param)

/* CGCClientJobUpdateStats::~CGCClientJobUpdateStats() */

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

{
  *(undefined ***)this = &PTR__CGCClientJobUpdateStats_000b5248;
  if (*(int *)(this + 0x74) != 0) {
    KeyValues::deleteThis();
  }
  *(undefined ***)this = &PTR__CGCClientJob_000b5208;
  GCSDK::CJob::~CJob((CJob *)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)