L L4D2node

CGamePlayerZone::~CGamePlayerZone

0x006f34e0 · 91 bytes · __thiscall

_ZN15CGamePlayerZoneD2Ev

Decompiled

undefined (1 param)

/* CGamePlayerZone::~CGamePlayerZone() */

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

{
  *(undefined ***)this = &PTR__CGamePlayerZone_00c9e808;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x48c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x474));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x45c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x444));
  *(undefined ***)this = &PTR__CRuleEntity_00c9d428;
  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)