L L4D2node

CBaseViewModel::~CBaseViewModel

0x0041d190 · 125 bytes · __thiscall

_ZN14CBaseViewModelD2Ev

Decompiled

undefined (1 param)

/* CBaseViewModel::~CBaseViewModel() */

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

{
  *(undefined ***)this = &PTR__CBaseViewModel_00c0ab08;
  *(undefined4 *)(this + 0x163c) = 0;
  CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
            ((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x1630));
  *(undefined4 *)(this + 0x1640) = *(undefined4 *)(this + 0x1630);
  CUtlMemory<CHandle<CVGuiScreen>,int>::Purge
            ((CUtlMemory<CHandle<CVGuiScreen>,int> *)(this + 0x1630));
  *(undefined ***)this = &PTR__CBaseAnimatingOverlay_00c5abe8;
  *(undefined4 *)(this + 0x1400) = 0;
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
  *(undefined4 *)(this + 0x1404) = *(undefined4 *)(this + 0x13f4);
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
  CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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)