L L4D2node

CPointTemplatePrecacher::~CPointTemplatePrecacher

0x007e1aa0 · 77 bytes · __thiscall

_ZN23CPointTemplatePrecacherD0Ev

Decompiled

undefined (1 param)

/* CPointTemplatePrecacher::~CPointTemplatePrecacher() */

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

{
  *(undefined ***)this = &PTR_Name_00cc0048;
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<CHandle<CPointTemplate>,int>::Purge
            ((CUtlMemory<CHandle<CPointTemplate>,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<CHandle<CPointTemplate>,int>::Purge
            ((CUtlMemory<CHandle<CPointTemplate>,int> *)(this + 0xc));
  *(undefined ***)this = &PTR_Name_00c08de8;
  IGameSystem::~IGameSystem((IGameSystem *)this);
  operator_delete(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)