L L4D2node

CSoundEmitterSystem::~CSoundEmitterSystem

0x004b6af0 · 89 bytes · __thiscall

_ZN19CSoundEmitterSystemD0Ev

Decompiled

undefined (1 param)

/* CSoundEmitterSystem::~CSoundEmitterSystem() */

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

{
  CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *this_00;
  
  this_00 = (CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>> *)(this + 0x44);
  *(undefined ***)this = &PTR_Name_00c1df68;
  CUtlVector<AsyncCaption_t,CUtlMemory<AsyncCaption_t,int>>::RemoveAll(this_00);
  CUtlMemory<AsyncCaption_t,int>::Purge((CUtlMemory<AsyncCaption_t,int> *)this_00);
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
  CUtlMemory<AsyncCaption_t,int>::Purge((CUtlMemory<AsyncCaption_t,int> *)this_00);
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0xc));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)this);
  operator_delete(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)