L L4D2node

GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t

0x0005e960 · 32 bytes · __thiscall

_ZN5GCSDK10CMsgBase_tINS_12GCMsgHdrEx_tEED2Ev.part.0

Decompiled

undefined (1 param)

/* GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t() [clone .part.0] */

void __thiscall
GCSDK::CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t(CMsgBase_t<GCSDK::GCMsgHdrEx_t> *this)

{
  int in_EAX;
  
  if (*(void **)(in_EAX + 4) != (void *)0x0) {
    CThreadSafeMultiMemoryPool::Free(*(void **)(in_EAX + 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)