L L4D2node

CFuncAreaPortalWindow::~CFuncAreaPortalWindow

0x006b1000 · 18 bytes · __thiscall

_ZN21CFuncAreaPortalWindowD1Ev

Decompiled

undefined (1 param)

/* CFuncAreaPortalWindow::~CFuncAreaPortalWindow() */

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

{
  *(undefined ***)this = &PTR__CFuncAreaPortalWindow_00c899a8;
  CFuncAreaPortalBase::~CFuncAreaPortalBase((CFuncAreaPortalBase *)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)