L L4D2node

CTankClaw::~CTankClaw

0x00563e60 · 101 bytes · __thiscall

_ZN9CTankClawD2Ev

Decompiled

undefined (1 param)

/* CTankClaw::~CTankClaw() */

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

{
  *(undefined ***)this = &PTR__CTankClaw_00c4fd08;
  *(undefined **)(this + 0x1510) = &DAT_00c50428;
  *(undefined4 *)(this + 0x180c) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1800));
  *(undefined4 *)(this + 0x1810) = *(undefined4 *)(this + 0x1800);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1800));
  *(undefined ***)this = &PTR__CTerrorWeapon_00c52908;
  *(undefined **)(this + 0x1510) = &DAT_00c53010;
  CWeaponCSBase::~CWeaponCSBase((CWeaponCSBase *)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)