L L4D2node

GCSDK::CRecordInfo::DestroyThis

0x00092970 · 43 bytes · __thiscall

_ZN5GCSDK11CRecordInfo11DestroyThisEv

Decompiled

undefined (1 param)

/* GCSDK::CRecordInfo::DestroyThis() */

void __thiscall GCSDK::CRecordInfo::DestroyThis(CRecordInfo *this)

{
  if (this != (CRecordInfo *)0x0) {
    (*(code *)**(undefined4 **)this)(this);
  }
  CThreadSafeMemoryPool::Free((CThreadSafeMemoryPool *)sm_MemPoolRecordInfo,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)