L L4D2node

CSoundControllerImp::~CSoundControllerImp

0x004c1a70 · 120 bytes · __thiscall

_ZN19CSoundControllerImpD0Ev

Decompiled

undefined (1 param)

/* CSoundControllerImp::~CSoundControllerImp() */

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

{
  *(undefined ***)this = &PTR_SystemReset_00c1e608;
  *(undefined ***)(this + 4) = &PTR_Name_00c1e67c;
  *(undefined4 *)(this + 0x30) = 0;
  CUtlMemory<SoundCommand_t*,int>::Purge((CUtlMemory<SoundCommand_t*,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
  CUtlMemory<SoundCommand_t*,int>::Purge((CUtlMemory<SoundCommand_t*,int> *)(this + 0x24));
  *(undefined4 *)(this + 0x1c) = 0;
  CUtlMemory<CSoundPatch*,int>::Purge((CUtlMemory<CSoundPatch*,int> *)(this + 0x10));
  *(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
  CUtlMemory<CSoundPatch*,int>::Purge((CUtlMemory<CSoundPatch*,int> *)(this + 0x10));
  *(undefined ***)(this + 4) = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)(this + 4));
  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)