L L4D2node

CFlexExpresser::~CFlexExpresser

0x008cfd20 · 93 bytes · __thiscall

_ZN14CFlexExpresserD1Ev

Decompiled

undefined (1 param)

/* CFlexExpresser::~CFlexExpresser() */

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

{
  CAI_Expresser *this_00;
  
  this_00 = *(CAI_Expresser **)(this + 0x1908);
  *(undefined ***)this = &PTR__CFlexExpresser_00cea2e8;
  *(undefined **)(this + 0x190c) = &DAT_00cea6c8;
  if (this_00 != (CAI_Expresser *)0x0) {
    CAI_Expresser::~CAI_Expresser(this_00);
    operator_delete(this_00);
  }
  *(undefined4 *)(this + 0x1908) = 0;
  *(undefined **)(this + 0x190c) = &DAT_00cea2c8;
  *(undefined ***)this = &PTR__CFlexCycler_00c622a8;
  CBaseFlex::~CBaseFlex((CBaseFlex *)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)