L L4D2node

CEnvParticleScript::~CEnvParticleScript

0x00692f70 · 18 bytes · __thiscall

_ZN18CEnvParticleScriptD1Ev

Decompiled

undefined (1 param)

/* CEnvParticleScript::~CEnvParticleScript() */

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

{
  *(undefined ***)this = &PTR__CEnvParticleScript_00c7e968;
  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)