L L4D2node

GCSDK::CGCBase::Uninit

0x00079f90 · 25 bytes · __cdecl

_ZN5GCSDK7CGCBase6UninitEv

Decompiled

undefined (0 params)

/* GCSDK::CGCBase::Uninit() */

void GCSDK::CGCBase::Uninit(void)

{
  CSchemaFull *this;
  
  this = (CSchemaFull *)GSchemaFull();
  CSchemaFull::Uninit(this);
  UninitTempTextBuffers();
  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)