L L4D2node

CRotButton::~CRotButton

0x0063afb0 · 105 bytes · __thiscall

_ZN10CRotButtonD2Ev

Decompiled

undefined (1 param)

/* CRotButton::~CRotButton() */

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

{
  *(undefined ***)this = &PTR__CBaseButton_00c66688;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x568));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x550));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x538));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x520));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x508));
  *(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)