L L4D2node

CTerrorGameRules::~CTerrorGameRules

0x0050a190 · 160 bytes · __thiscall

_ZN16CTerrorGameRulesD2Ev

Decompiled

undefined (1 param)

/* CTerrorGameRules::~CTerrorGameRules() */

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

{
  *(undefined ***)this = &PTR_Name_00c2afe8;
  RevertSavedConvars(this);
  *(undefined4 *)(this + 900) = 0;
  CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>::Purge
            ((CUtlMemory<CTerrorGameRules::TeleportedPlayer,int> *)(this + 0x378));
  *(undefined4 *)(this + 0x388) = *(undefined4 *)(this + 0x378);
  CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>::Purge
            ((CUtlMemory<CTerrorGameRules::TeleportedPlayer,int> *)(this + 0x378));
  *(undefined ***)(this + 0x2fc) = &PTR___cxa_pure_virtual_00c1f968;
  if (((byte)this[0x300] & 1) != 0) {
    SteamAPI_UnregisterCallback(this + 0x2fc);
  }
  *(undefined4 *)(this + 0x2f4) = 0;
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x2e8));
  *(undefined4 *)(this + 0x2f8) = *(undefined4 *)(this + 0x2e8);
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x2e8));
  CCSGameRules::~CCSGameRules((CCSGameRules *)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)