L L4D2node

CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor4

0x00781f80 · 7 bytes · __thiscall

_ZThn8_N9CFunctor4IPFP11CBaseEntityS1_S1_bfES1_S1_bf12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED0Ev

Decompiled

undefined (1 param)

/* non-virtual thunk to CFunctor4<CBaseEntity* (*)(CBaseEntity*, CBaseEntity*, bool, float),
   CBaseEntity*, CBaseEntity*, bool, float, CRefCounted1<CFunctor, CRefCountServiceBase<true,
   CRefMT> > >::~CFunctor4() */

void __thiscall
CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor4(CFunctor4<CBaseEntity*(*)(CBaseEntity*,CBaseEntity*,bool,float),CBaseEntity*,CBaseEntity*,bool,float,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
             *this)

{
  ~CFunctor4(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)