L L4D2node

CServerBenchmark::~CServerBenchmark

0x003df260 · 87 bytes · __thiscall

_ZN16CServerBenchmarkD2Ev

Decompiled

undefined (1 param)

/* CServerBenchmark::~CServerBenchmark() */

void __thiscall CServerBenchmark::~CServerBenchmark(CServerBenchmark *this)

{
  *(undefined ***)this = &PTR_StartBenchmark_00bf99e8;
  *(undefined4 *)(this + 0x4c) = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2c))
  ;
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2c))
  ;
  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)