L L4D2node

CServerNetworkProperty::~CServerNetworkProperty

0x008213c0 · 77 bytes · __thiscall

_ZN22CServerNetworkPropertyD1Ev

Decompiled

undefined (1 param)

/* CServerNetworkProperty::~CServerNetworkProperty() */

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

{
  int *piVar1;
  
  *(undefined ***)this = &PTR_GetEntityHandle_00ccd828;
  piVar1 = engine;
  *(undefined **)(this + 4) = &DAT_00ccd864;
  (**(code **)(*piVar1 + 0x19c))(piVar1,this + 0x10);
  DetachEdict(this);
  CEventRegister::~CEventRegister((CEventRegister *)(this + 0x38));
  *(undefined ***)this = &PTR___cxa_pure_virtual_00ccd7c8;
  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)