L L4D2node

CRuleScriptBridge::CScriptResponse_t::~CScriptResponse_t

0x00809f40 · 92 bytes · __thiscall

_ZN17CRuleScriptBridge17CScriptResponse_tD2Ev

Decompiled

undefined (1 param)

/* CRuleScriptBridge::CScriptResponse_t::~CScriptResponse_t() */

void __thiscall CRuleScriptBridge::CScriptResponse_t::~CScriptResponse_t(CScriptResponse_t *this)

{
  *(undefined ***)this = &PTR__CScriptResponse_t_00ccad40;
  if (*(int *)(this + 8) != 0) {
    (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 8));
    *(undefined4 *)(this + 8) = 0;
  }
  if (*(int *)(this + 4) != 0) {
    (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 4));
    *(undefined4 *)(this + 4) = 0;
  }
  *(undefined ***)this = &PTR__IRulePayload_00ccacc8;
  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)