L L4D2node

CBaseAnimatingOverlay::~CBaseAnimatingOverlay

0x005ef310 · 83 bytes · __thiscall

_ZN21CBaseAnimatingOverlayD0Ev

Decompiled

undefined (1 param)

/* CBaseAnimatingOverlay::~CBaseAnimatingOverlay() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CBaseAnimatingOverlay_00c5abe8;
  *(undefined4 *)(this + 0x1400) = 0;
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
  *(undefined4 *)(this + 0x1404) = *(undefined4 *)(this + 0x13f4);
  CUtlMemory<CAnimationLayer,int>::Purge((CUtlMemory<CAnimationLayer,int> *)(this + 0x13f4));
  CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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)