L L4D2node

CAchievementMsgHandler::~CAchievementMsgHandler

0x004e78f0 · 170 bytes · __thiscall

_ZN22CAchievementMsgHandlerD0Ev

Decompiled

undefined (1 param)

/* CAchievementMsgHandler::~CAchievementMsgHandler() */

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

{
  *(undefined ***)this = &PTR__CAchievementMsgHandler_00c25d28;
  *(undefined ***)(this + 0xc) = &PTR_Name_00c25d44;
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
  *(undefined ***)(this + 0xc) = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)(this + 0xc));
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] != (CAchievementMsgHandler)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
    }
    this[8] = (CAchievementMsgHandler)0x0;
  }
  *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
  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)