L L4D2node

CPointCommentaryNode::~CPointCommentaryNode

0x0064c540 · 57 bytes · __thiscall

_ZN20CPointCommentaryNodeD2Ev

Decompiled

undefined (1 param)

/* CPointCommentaryNode::~CPointCommentaryNode() */

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

{
  *(undefined ***)this = &PTR__CPointCommentaryNode_00c6b3a8;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1470));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1458));
  CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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)