L L4D2node

FilterTeam::~FilterTeam

0x0069d440 · 63 bytes · __thiscall

_ZN10FilterTeamD1Ev

Decompiled

undefined (1 param)

/* FilterTeam::~FilterTeam() */

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

{
  *(undefined ***)this = &PTR__CBaseFilter_00c830c8;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x45c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x444));
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  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)