L L4D2node

CSkyCamera::~CSkyCamera

0x008225c0 · 97 bytes · __thiscall

_ZN10CSkyCameraD2Ev

Decompiled

undefined (1 param)

/* CSkyCamera::~CSkyCamera() */

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

{
  CSkyCamera *pCVar1;
  CSkyCamera *pCVar2;
  
  *(undefined ***)this = &PTR__CSkyCamera_00ccdfc8;
  if (CEntityClassList<CSkyCamera>::m_pClassList == (CSkyCamera *)0x0) {
LAB_008225f0:
    *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
    CBaseEntity::~CBaseEntity((CBaseEntity *)this);
    return;
  }
  pCVar1 = CEntityClassList<CSkyCamera>::m_pClassList;
  if (this == CEntityClassList<CSkyCamera>::m_pClassList) {
    pCVar2 = (CSkyCamera *)&CEntityClassList<CSkyCamera>::m_pClassList;
    pCVar1 = this;
  }
  else {
    do {
      pCVar2 = pCVar1;
      pCVar1 = *(CSkyCamera **)(pCVar2 + 0x4b8);
      if (pCVar1 == (CSkyCamera *)0x0) goto LAB_008225f0;
    } while (this != pCVar1);
    pCVar2 = pCVar2 + 0x4b8;
  }
  *(undefined4 *)pCVar2 = *(undefined4 *)(pCVar1 + 0x4b8);
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)