L L4D2node

CEnvMicrophone::~CEnvMicrophone

0x006885b0 · 106 bytes · __thiscall

_ZN14CEnvMicrophoneD2Ev

Decompiled

undefined (1 param)

/* CEnvMicrophone::~CEnvMicrophone() */

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

{
  undefined4 local_10 [2];
  
  local_10[0] = *(undefined4 *)(this + 0x3b4);
  *(undefined ***)this = &PTR__CEnvMicrophone_00c7ac68;
  CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>>::FindAndRemove
            ((CUtlVector<CHandle<CEnvMicrophone>,CUtlMemory<CHandle<CEnvMicrophone>,int>> *)
             &s_Microphones,(CHandle *)local_10);
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x488));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x470));
  *(undefined ***)this = &PTR__CPointEntity_00cd35a8;
  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)