L L4D2node

Checkpoint::~Checkpoint

0x0086c140 · 119 bytes · __thiscall

_ZN10CheckpointD2Ev

Decompiled

undefined (1 param)

/* Checkpoint::~Checkpoint() */

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

{
  g_RespawningCheckpoint = 0;
  *(undefined4 *)(this + 0x54) = 0;
  CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
            ((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x48));
  *(undefined4 *)(this + 0x58) = *(undefined4 *)(this + 0x48);
  CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
            ((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x48));
  *(undefined4 *)(this + 0x3c) = 0;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x30));
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x30));
  *(undefined4 *)(this + 0xc) = 0;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)this);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)this;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)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)