L L4D2node

CCommentarySystem::~CCommentarySystem

0x0064d690 · 109 bytes · __thiscall

_ZN17CCommentarySystemD0Ev

Decompiled

undefined (1 param)

/* CCommentarySystem::~CCommentarySystem() */

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

{
  *(undefined ***)this = &PTR_Name_00c6bae8;
  *(undefined4 *)(this + 0x50) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x44))
  ;
  *(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x44))
  ;
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<modifiedconvars_t,int>::Purge((CUtlMemory<modifiedconvars_t,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<modifiedconvars_t,int>::Purge((CUtlMemory<modifiedconvars_t,int> *)(this + 0x30));
  *(undefined ***)this = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)this);
  operator_delete(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)