L L4D2node

GCSDK::CGCMsg<MsgGCGenericKVResponse_t>::~CGCMsg

0x0005e620 · 26 bytes · __thiscall

_ZN5GCSDK6CGCMsgI24MsgGCGenericKVResponse_tED2Ev

Decompiled

undefined (1 param)

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

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

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