L L4D2node

CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor2

0x00781e10 · 10 bytes · __thiscall

_ZThn8_N9CFunctor2IPFvP14IPhysicsObjectRK6VectorES1_S2_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED1Ev

Decompiled

undefined (1 param)

/* non-virtual thunk to CFunctor2<void (*)(IPhysicsObject*, Vector const&), IPhysicsObject*, Vector,
   CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor2() */

void __thiscall
CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor2(CFunctor2<void(*)(IPhysicsObject*,Vector_const&),IPhysicsObject*,Vector,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  ~CFunctor2(this + -8);
  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)