L L4D2node

CLogicCase::~CLogicCase

0x006edac0 · 92 bytes · __thiscall

_ZN10CLogicCaseD0Ev

Decompiled

undefined (1 param)

/* CLogicCase::~CLogicCase() */

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

{
  CBaseEntityOutput *this_00;
  void *in_stack_00000008;
  
  this_00 = (CBaseEntityOutput *)(this + 0x618);
  *(undefined ***)this = &PTR__CLogicCase_00c9a0c8;
  CBaseEntityOutput::~CBaseEntityOutput(this_00);
  while (this_00 != (CBaseEntityOutput *)(this + 0x498)) {
    this_00 = this_00 + -0x18;
    CBaseEntityOutput::~CBaseEntityOutput(this_00);
  }
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)