L L4D2node

CFuncAreaPortalBase::~CFuncAreaPortalBase

0x006b0aa0 · 83 bytes · __thiscall

_ZN19CFuncAreaPortalBaseD1Ev

Decompiled

undefined (1 param)

/* CFuncAreaPortalBase::~CFuncAreaPortalBase() */

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

{
  ushort uVar1;
  
  uVar1 = *(ushort *)(this + 0x448);
  *(undefined ***)this = &PTR__CFuncAreaPortalBase_00c89508;
  CUtlLinkedList<CFuncAreaPortalBase*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncAreaPortalBase*,unsigned_short>,unsigned_short>>
  ::Unlink((CUtlLinkedList<CFuncAreaPortalBase*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncAreaPortalBase*,unsigned_short>,unsigned_short>>
            *)&g_AreaPortals,uVar1);
  *(ushort *)(g_AreaPortals + 6 + (uint)uVar1 * 8) = DAT_00fe019c;
  DAT_00fe019c = uVar1;
  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)