L L4D2node

CTeam::~CTeam

0x00839c50 · 181 bytes · __thiscall

_ZN5CTeamD2Ev

Decompiled

undefined (1 param)

/* CTeam::~CTeam() */

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

{
  CUtlMemory<CTeamSpawnPoint*,int> *this_00;
  CUtlMemory<CBasePlayer*,int> *this_01;
  
  this_00 = (CUtlMemory<CTeamSpawnPoint*,int> *)(this + 0x440);
  *(undefined ***)this = &PTR__CTeam_00cd55c8;
  *(undefined4 *)(this + 0x44c) = 0;
  this_01 = (CUtlMemory<CBasePlayer*,int> *)(this + 0x454);
  CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
  *(undefined4 *)(this + 0x460) = 0;
  *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
  CUtlMemory<CBasePlayer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x460) = 0;
  *(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x454);
  CUtlMemory<CBasePlayer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x454);
  CUtlMemory<CBasePlayer*,int>::Purge(this_01);
  *(undefined4 *)(this + 0x44c) = 0;
  CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
  *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
  CUtlMemory<CTeamSpawnPoint*,int>::Purge(this_00);
  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)