L L4D2node

CWeaponList::~CWeaponList

0x0040c000 · 56 bytes · __thiscall

_ZN11CWeaponListD1Ev

Decompiled

undefined (1 param)

/* CWeaponList::~CWeaponList() */

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

{
  *(undefined ***)this = &PTR_Name_00c08f08;
  CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
               *)(this + 0xc));
  CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short> *)
             (this + 0xc));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)