L L4D2node

CServerDLLSharedAppSystems::~CServerDLLSharedAppSystems

0x006cd680 · 55 bytes · __thiscall

_ZN26CServerDLLSharedAppSystemsD2Ev

Decompiled

undefined (1 param)

/* CServerDLLSharedAppSystems::~CServerDLLSharedAppSystems() */

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

{
  *(undefined ***)this = &PTR_Count_00c91c80;
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<AppSystemInfo_t,int>::Purge((CUtlMemory<AppSystemInfo_t,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<AppSystemInfo_t,int>::Purge((CUtlMemory<AppSystemInfo_t,int> *)(this + 4));
  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)