L L4D2node

CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor1

0x004a5690 · 21 bytes · __thiscall

_ZN15CMemberFunctor1IP14IPhysicsObjectMS0_FvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED1Ev

Decompiled

undefined (1 param)

/* CMemberFunctor1<IPhysicsObject*, void (IPhysicsObject::*)(bool), bool, CRefCounted1<CFunctor,
   CRefCountServiceBase<true, CRefMT> >, CFuncMemPolicyNone>::~CMemberFunctor1() */

void __thiscall
CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor1(CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,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)