L L4D2node

CTerrorGameMovement::~CTerrorGameMovement

0x00501fe0 · 133 bytes · __thiscall

_ZN19CTerrorGameMovementD0Ev

Decompiled

undefined (1 param)

/* CTerrorGameMovement::~CTerrorGameMovement() */

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

{
  *(undefined ***)this = &PTR__CTerrorGameMovement_00c29568;
  *(undefined4 *)(this + 0x808) = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x7fc));
  *(undefined4 *)(this + 0x80c) = *(undefined4 *)(this + 0x7fc);
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x7fc));
  *(undefined4 *)(this + 0x7f4) = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x7e8));
  *(undefined4 *)(this + 0x7f8) = *(undefined4 *)(this + 0x7e8);
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x7e8));
  *(undefined ***)this = &PTR__CCSGameMovement_00c0d188;
  CGameMovement::~CGameMovement((CGameMovement *)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)