L L4D2node

CTerrorMeleeWeapon::~CTerrorMeleeWeapon

0x0056bd70 · 109 bytes · __thiscall

_ZN18CTerrorMeleeWeaponD0Ev

Decompiled

undefined (1 param)

/* CTerrorMeleeWeapon::~CTerrorMeleeWeapon() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CTerrorMeleeWeapon_00c51388;
  *(undefined **)(this + 0x1510) = &DAT_00c51a98;
  *(undefined4 *)(this + 0x17f4) = 0;
  CUtlMemory<IHandleEntity*,int>::Purge((CUtlMemory<IHandleEntity*,int> *)(this + 0x17e8));
  *(undefined4 *)(this + 0x17f8) = *(undefined4 *)(this + 0x17e8);
  CUtlMemory<IHandleEntity*,int>::Purge((CUtlMemory<IHandleEntity*,int> *)(this + 0x17e8));
  *(undefined ***)this = &PTR__CTerrorWeapon_00c52908;
  *(undefined **)(this + 0x1510) = &DAT_00c53010;
  CWeaponCSBase::~CWeaponCSBase((CWeaponCSBase *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)