L L4D2node

CBaseCombatCharacter::~CBaseCombatCharacter

0x005f84a0 · 135 bytes · __thiscall

_ZN20CBaseCombatCharacterD2Ev

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::~CBaseCombatCharacter() */

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

{
  *(undefined ***)this = &PTR__CBaseCombatCharacter_00c5b7a8;
  ResetVisibilityCache(this);
  ClearLastKnownArea(this);
  *(undefined4 *)(this + 0x1868) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x185c));
  *(undefined4 *)(this + 0x186c) = *(undefined4 *)(this + 0x185c);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x185c));
  *(undefined4 *)(this + 0x1854) = 0;
  CUtlMemory<Relationship_t,int>::Purge((CUtlMemory<Relationship_t,int> *)(this + 0x1848));
  *(undefined4 *)(this + 0x1858) = *(undefined4 *)(this + 0x1848);
  CUtlMemory<Relationship_t,int>::Purge((CUtlMemory<Relationship_t,int> *)(this + 0x1848));
  CBaseFlex::~CBaseFlex((CBaseFlex *)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)