L L4D2node

CLogicBranch::~CLogicBranch

0x006ede10 · 109 bytes · __thiscall

_ZN12CLogicBranchD1Ev

Decompiled

undefined (1 param)

/* CLogicBranch::~CLogicBranch() */

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

{
  *(undefined ***)this = &PTR__CLogicBranch_00c9a788;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x470));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x458));
  *(undefined4 *)(this + 0x450) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x444));
  *(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x444);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x444));
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  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)