L L4D2node

CMultiInputVar::~CMultiInputVar

0x0063c030 · 71 bytes · __thiscall

_ZN14CMultiInputVarD1Ev

Decompiled

undefined (1 param)

/* CMultiInputVar::~CMultiInputVar() */

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

{
  void *pvVar1;
  void *pvVar2;
  
  pvVar2 = *(void **)this;
  if (pvVar2 != (void *)0x0) {
    while (pvVar1 = *(void **)((int)pvVar2 + 0x18), pvVar1 != (void *)0x0) {
      *(undefined4 *)((int)pvVar2 + 0x18) = *(undefined4 *)((int)pvVar1 + 0x18);
      CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,pvVar1);
      pvVar2 = *(void **)this;
    }
    CUtlMemoryPool::Free((CUtlMemoryPool *)g_EntityListPool,pvVar2);
  }
  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)