L L4D2node

CSaveRestoreBlockSet::~CSaveRestoreBlockSet

0x004ad030 · 87 bytes · __thiscall

_ZN20CSaveRestoreBlockSetD1Ev

Decompiled

undefined (1 param)

/* CSaveRestoreBlockSet::~CSaveRestoreBlockSet() */

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

{
  *(undefined ***)this = &PTR_GetBlockName_00c1d128;
  *(undefined4 *)(this + 0x4c) = 0;
  CUtlMemory<SaveRestoreBlockHeader_t,int>::Purge
            ((CUtlMemory<SaveRestoreBlockHeader_t,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  CUtlMemory<SaveRestoreBlockHeader_t,int>::Purge
            ((CUtlMemory<SaveRestoreBlockHeader_t,int> *)(this + 0x40));
  *(undefined4 *)(this + 0x30) = 0;
  CUtlMemory<ISaveRestoreBlockHandler*,int>::Purge
            ((CUtlMemory<ISaveRestoreBlockHandler*,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  CUtlMemory<ISaveRestoreBlockHandler*,int>::Purge
            ((CUtlMemory<ISaveRestoreBlockHandler*,int> *)(this + 0x24));
  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)