L L4D2node

CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor0

0x004a5630 · 21 bytes · __thiscall

_ZN15CMemberFunctor0IP23IPhysicsConstraintGroupMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED2Ev

Decompiled

undefined (1 param)

/* CMemberFunctor0<IPhysicsConstraintGroup*, void (IPhysicsConstraintGroup::*)(),
   CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
   CFuncMemPolicyNone>::~CMemberFunctor0() */

void __thiscall
CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor0(CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
                   *this)

{
  *(undefined ***)(this + 8) = &PTR__CRefCountServiceBase_00c1ae98;
  *(undefined ***)this = &PTR___cxa_pure_virtual_00c1ae78;
  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)