L L4D2node

CEnvSoundscape::~CEnvSoundscape

0x0082de60 · 65 bytes · __thiscall

_ZN14CEnvSoundscapeD1Ev

Decompiled

undefined (1 param)

/* CEnvSoundscape::~CEnvSoundscape() */

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

{
  *(undefined ***)this = &PTR__CEnvSoundscape_00cd1a28;
  CSoundscapeSystem::RemoveSoundscapeEntity((CSoundscapeSystem *)g_SoundscapeSystem,this);
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x440));
  *(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)