L L4D2node

CSoundParametersInternal::~CSoundParametersInternal

0x00598c40 · 76 bytes · __thiscall

_ZN24CSoundParametersInternalD2Ev

Decompiled

undefined (1 param)

/* CSoundParametersInternal::~CSoundParametersInternal() */

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

{
  if (1 < *(ushort *)(this + 8)) {
    free(*(void **)this);
  }
  if (1 < *(ushort *)(this + 10)) {
    free(*(void **)(this + 4));
  }
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)this = 0;
  *(undefined2 *)(this + 8) = 0;
  *(undefined2 *)(this + 10) = 0;
  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)