L L4D2node

CBaseEntityOutput::~CBaseEntityOutput

0x0063bab0 · 50 bytes · __thiscall

_ZN17CBaseEntityOutputD1Ev

Decompiled

undefined (1 param)

/* CBaseEntityOutput::~CBaseEntityOutput() */

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

{
  void *pvVar1;
  void *pvVar2;
  
  pvVar2 = *(void **)(this + 0x14);
  while (pvVar2 != (void *)0x0) {
    pvVar1 = *(void **)((int)pvVar2 + 0x18);
    CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,pvVar2);
    pvVar2 = pvVar1;
  }
  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)