L L4D2node

CMeleeWeaponInfo::~CMeleeWeaponInfo

0x00544170 · 173 bytes · __thiscall

_ZN16CMeleeWeaponInfoD2Ev

Decompiled

undefined (1 param)

/* CMeleeWeaponInfo::~CMeleeWeaponInfo() */

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

{
  CUtlMemory<melee_anim_t,int> *this_00;
  CUtlMemory<melee_anim_t,int> *this_01;
  
  this_00 = (CUtlMemory<melee_anim_t,int> *)(this + 0xc20);
  *(undefined ***)this = &PTR_Parse_00c406c0;
  *(undefined4 *)(this + 0xc2c) = 0;
  this_01 = (CUtlMemory<melee_anim_t,int> *)(this + 0xc34);
  CUtlMemory<melee_anim_t,int>::Purge(this_00);
  *(undefined4 *)(this + 0xc40) = 0;
  *(undefined4 *)(this + 0xc30) = *(undefined4 *)(this + 0xc20);
  CUtlMemory<melee_anim_t,int>::Purge(this_01);
  *(undefined4 *)(this + 0xc40) = 0;
  *(undefined4 *)(this + 0xc44) = *(undefined4 *)(this + 0xc34);
  CUtlMemory<melee_anim_t,int>::Purge(this_01);
  *(undefined4 *)(this + 0xc44) = *(undefined4 *)(this + 0xc34);
  CUtlMemory<melee_anim_t,int>::Purge(this_01);
  *(undefined4 *)(this + 0xc2c) = 0;
  CUtlMemory<melee_anim_t,int>::Purge(this_00);
  *(undefined4 *)(this + 0xc30) = *(undefined4 *)(this + 0xc20);
  CUtlMemory<melee_anim_t,int>::Purge(this_00);
  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)