L L4D2node

CStudioHdr::~CStudioHdr

0x00494bb0 · 121 bytes · __thiscall

_ZN10CStudioHdrD1Ev

Decompiled

undefined (1 param)

/* CStudioHdr::~CStudioHdr() */

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

{
  Term(this);
  *(undefined4 *)(this + 0x4c) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this + 8));
  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)