L L4D2node

CFunctorJob::~CFunctorJob

0x006cd1c0 · 102 bytes · __thiscall

_ZN11CFunctorJobD0Ev

Decompiled

undefined (1 param)

/* CFunctorJob::~CFunctorJob() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0xb8);
  *(undefined ***)this = &PTR_AddRef_00c91ae8;
  *(undefined **)(this + 4) = &DAT_00c91b14;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  *(undefined ***)this = &PTR_AddRef_00c91aa8;
  *(undefined **)(this + 4) = &DAT_00c91ad4;
  CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this + 0x44));
  pthread_mutex_destroy((pthread_mutex_t *)(this + 0x14));
  *(undefined ***)this = &PTR_AddRef_00c91a68;
  *(undefined ***)(this + 4) = &PTR__CRefCountServiceBase_00c1ae98;
  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)