L L4D2node

CPropData::~CPropData

0x0049cd00 · 70 bytes · __thiscall

_ZN9CPropDataD1Ev

Decompiled

undefined (1 param)

/* CPropData::~CPropData() */

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

{
  CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
  *this_00;
  
  this_00 = (CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
             *)(this + 0x14);
  *(undefined ***)this = &PTR_Name_00c1a7c8;
  CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
  ::RemoveAll(this_00);
  CUtlMemory<CPropData::propdata_breakablechunk_t,int>::Purge
            ((CUtlMemory<CPropData::propdata_breakablechunk_t,int> *)this_00);
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
  CUtlMemory<CPropData::propdata_breakablechunk_t,int>::Purge
            ((CUtlMemory<CPropData::propdata_breakablechunk_t,int> *)this_00);
  *(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)