L L4D2node

CFogSystem::~CFogSystem

0x006a9b90 · 105 bytes · __thiscall

_ZN10CFogSystemD0Ev

Decompiled

undefined (1 param)

/* CFogSystem::~CFogSystem() */

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

{
  *(undefined ***)this = &PTR_Name_00c885e8;
  *(undefined4 *)(this + 0x18) = 0xffffffff;
  *(undefined ***)(this + 0xc) = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 0x10) = 0xd;
  if (this[0x14] != (CFogSystem)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0xc);
    }
    this[0x14] = (CFogSystem)0x0;
  }
  *(undefined ***)(this + 0xc) = &PTR__IGameEventListener2_00bfb610;
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)this);
  operator_delete(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)