L L4D2node

CEnvDetailController::~CEnvDetailController

0x0044acd0 · 57 bytes · __thiscall

_ZN20CEnvDetailControllerD0Ev

Decompiled

undefined (1 param)

/* CEnvDetailController::~CEnvDetailController() */

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

{
  bool bVar1;
  void *in_stack_00000008;
  
  bVar1 = this == s_detailController;
  *(undefined ***)this = &PTR__CEnvDetailController_00c11e88;
  if (bVar1) {
    s_detailController = (CEnvDetailController *)0x0;
  }
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)