L L4D2node

CEntityFlame::~CEntityFlame

0x0067b140 · 75 bytes · __thiscall

_ZN12CEntityFlameD2Ev

Decompiled

undefined (1 param)

/* CEntityFlame::~CEntityFlame() */

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

{
  *(undefined ***)this = &PTR__CEntityFlame_00c77b48;
  *(undefined4 *)(this + 0x478) = 0;
  CUtlMemory<CAI_Link*,int>::Purge((CUtlMemory<CAI_Link*,int> *)(this + 0x46c));
  *(undefined4 *)(this + 0x47c) = *(undefined4 *)(this + 0x46c);
  CUtlMemory<CAI_Link*,int>::Purge((CUtlMemory<CAI_Link*,int> *)(this + 0x46c));
  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)