L L4D2node

GCSDK::CSharedObjectCache::BDestroyObject

0x00072590 · 72 bytes · __thiscall

_ZN5GCSDK18CSharedObjectCache14BDestroyObjectERKNS_13CSharedObjectE

Decompiled

undefined (2 params)

/* GCSDK::CSharedObjectCache::BDestroyObject(GCSDK::CSharedObject const&) */

undefined4 __thiscall
GCSDK::CSharedObjectCache::BDestroyObject(CSharedObjectCache *this,CSharedObject *param_1)

{
  int iVar1;
  CSharedObjectTypeCache *this_00;
  undefined4 uVar2;
  
  iVar1 = (**(code **)(*(int *)param_1 + 8))(param_1);
  this_00 = (CSharedObjectTypeCache *)GetTypeCache(this,iVar1,false);
  if (this_00 != (CSharedObjectTypeCache *)0x0) {
    uVar2 = CSharedObjectTypeCache::BDestroyObject(this_00,param_1);
    return uVar2;
  }
  return 0;
}

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)