L L4D2node

TongueTargetScan<CTerrorPlayer>::~TongueTargetScan

0x00848090 · 63 bytes · __thiscall

_ZN16TongueTargetScanI13CTerrorPlayerED0Ev

Decompiled

undefined (1 param)

/* TongueTargetScan<CTerrorPlayer>::~TongueTargetScan() */

void __thiscall
TongueTargetScan<CTerrorPlayer>::~TongueTargetScan(TongueTargetScan<CTerrorPlayer> *this)

{
  *(undefined ***)this = &PTR_operator___00c22340;
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x30));
  operator_delete(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)