L L4D2node

CNotifyList::~CNotifyList

0x0067f2d0 · 62 bytes · __thiscall

_ZN11CNotifyListD2Ev

Decompiled

undefined (1 param)

/* CNotifyList::~CNotifyList() */

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

{
  *(undefined ***)this = &PTR_AddEntity_00c785c8;
  *(undefined **)(this + 4) = &DAT_00c785ec;
  *(undefined4 *)(this + 0x14) = 0;
  CUtlMemory<entitynotify_t,int>::Purge((CUtlMemory<entitynotify_t,int> *)(this + 8));
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
  CUtlMemory<entitynotify_t,int>::Purge((CUtlMemory<entitynotify_t,int> *)(this + 8));
  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)