L L4D2node

CScriptFunctionCriterion::~CScriptFunctionCriterion

0x0080dd60 · 92 bytes · __thiscall

_ZN24CScriptFunctionCriterionD2Ev

Decompiled

undefined (1 param)

/* CScriptFunctionCriterion::~CScriptFunctionCriterion() */

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

{
  *(undefined ***)this = &PTR__CScriptFunctionCriterion_00ccad10;
  if (*(int *)(this + 0x10) != 0) {
    (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0x10));
    *(undefined4 *)(this + 0x10) = 0;
  }
  if (*(int *)(this + 0xc) != 0) {
    (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0xc));
    *(undefined4 *)(this + 0xc) = 0;
  }
  *(undefined ***)this = &PTR__CRefCountServiceBase_00c1ae98;
  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)