L L4D2node

CAbandonmentAwardTemplate::~CAbandonmentAwardTemplate

0x0084a520 · 119 bytes · __thiscall

_ZN25CAbandonmentAwardTemplateD1Ev

Decompiled

undefined (1 param)

/* CAbandonmentAwardTemplate::~CAbandonmentAwardTemplate() */

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

{
  *(undefined ***)this = &PTR__CAbandonmentAwardTemplate_00cd85a8;
  CUtlLinkedList<CAbandonmentAwardTemplate::RegretStruct,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CAbandonmentAwardTemplate::RegretStruct,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlLinkedList<CAbandonmentAwardTemplate::RegretStruct,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CAbandonmentAwardTemplate::RegretStruct,unsigned_short>,unsigned_short>>
               *)(this + 0x10));
  if (-1 < *(int *)(this + 0x18)) {
    if (*(void **)(this + 0x10) != (void *)0x0) {
      free(*(void **)(this + 0x10));
      *(undefined4 *)(this + 0x10) = 0;
    }
    *(undefined4 *)(this + 0x14) = 0;
  }
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] != (CAbandonmentAwardTemplate)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
    }
    this[8] = (CAbandonmentAwardTemplate)0x0;
  }
  *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
  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)