L L4D2node

CEscapeRoute::~CEscapeRoute

0x004e7c30 · 48 bytes · __thiscall

_ZN12CEscapeRouteD1Ev

Decompiled

undefined (1 param)

/* CEscapeRoute::~CEscapeRoute() */

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

{
  *(undefined ***)this = &PTR__CEscapeRoute_00ce9288;
  if (g_spawnPath != this) {
    CBaseEntity::~CBaseEntity((CBaseEntity *)this);
    return;
  }
  g_spawnPath = (CEscapeRoute *)0x0;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)