L L4D2node

CCallbackImpl<16>::~CCallbackImpl

0x004c70c0 · 43 bytes · __thiscall

_ZN13CCallbackImplILi16EED0Ev

Decompiled

undefined (1 param)

/* CCallbackImpl<16>::~CCallbackImpl() */

void __thiscall CCallbackImpl<16>::~CCallbackImpl(CCallbackImpl<16> *this)

{
  *(undefined ***)this = &PTR___cxa_pure_virtual_00c1f968;
  if (((byte)this[4] & 1) != 0) {
    SteamAPI_UnregisterCallback(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)