L L4D2node

CGlobalState::~CGlobalState

0x006d74e0 · 80 bytes · __thiscall

_ZN12CGlobalStateD2Ev

Decompiled

undefined (1 param)

/* CGlobalState::~CGlobalState() */

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

{
  *(undefined ***)this = &PTR_Name_00c93448;
  *(undefined4 *)(this + 0x54) = 0;
  CUtlMemory<globalentity_t,int>::Purge((CUtlMemory<globalentity_t,int> *)(this + 0x48));
  *(undefined4 *)(this + 0x58) = *(undefined4 *)(this + 0x48);
  CUtlMemory<globalentity_t,int>::Purge((CUtlMemory<globalentity_t,int> *)(this + 0x48));
  CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0xc));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)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)