L L4D2node

GCSDK::CGCMsg<MsgGCGenericKV_t>::~CGCMsg

0x0005e5f0 · 42 bytes · __thiscall

_ZN5GCSDK6CGCMsgI16MsgGCGenericKV_tED0Ev

Decompiled

undefined (1 param)

/* GCSDK::CGCMsg<MsgGCGenericKV_t>::~CGCMsg() */

void __thiscall GCSDK::CGCMsg<MsgGCGenericKV_t>::~CGCMsg(CGCMsg<MsgGCGenericKV_t> *this)

{
  CMsgBase_t<GCSDK::GCMsgHdrEx_t> *in_stack_fffffff4;
  
  *(undefined ***)this = &PTR__CMsgBase_t_000b51f8;
  if (this[0x18] != (CGCMsg<MsgGCGenericKV_t>)0x0) {
    CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t(in_stack_fffffff4);
  }
  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)