L L4D2node

CGameUI::~CGameUI

0x006d3740 · 281 bytes · __thiscall

_ZN7CGameUID1Ev

Decompiled

undefined (1 param)

/* CGameUI::~CGameUI() */

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

{
  *(undefined ***)this = &PTR__CGameUI_00c92668;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5e0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5c8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x5b0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x598));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x580));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x568));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x550));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x538));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x520));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x508));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4f0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4d8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4c0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x490));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x478));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x460));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x448));
  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)