L L4D2node

CBasePlayer::NetworkVar_pl::~NetworkVar_pl

0x007c0c80 · 14 bytes · __thiscall

_ZN11CBasePlayer13NetworkVar_plD1Ev

Decompiled

undefined (1 param)

/* CBasePlayer::NetworkVar_pl::~NetworkVar_pl() */

void __thiscall CBasePlayer::NetworkVar_pl::~NetworkVar_pl(NetworkVar_pl *this)

{
  *(undefined ***)this = &PTR_NetworkStateChanged_00cba1c0;
  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)