L L4D2node

CLogicBranchList::~CLogicBranchList

0x006edf80 · 131 bytes · __thiscall

_ZN16CLogicBranchListD0Ev

Decompiled

undefined (1 param)

/* CLogicBranchList::~CLogicBranchList() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CLogicBranchList_00c9b4e8;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4c8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4b0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x498));
  *(undefined4 *)(this + 0x48c) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x480));
  *(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x480);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x480));
  *(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)