L L4D2node

CBoneFollowerManager::~CBoneFollowerManager

0x00786bd0 · 57 bytes · __thiscall

_ZN20CBoneFollowerManagerD1Ev

Decompiled

undefined (1 param)

/* CBoneFollowerManager::~CBoneFollowerManager() */

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

{
  DestroyBoneFollowers(this);
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<physfollower_t,int>::Purge((CUtlMemory<physfollower_t,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<physfollower_t,int>::Purge((CUtlMemory<physfollower_t,int> *)(this + 4));
  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)