L L4D2node

CInfoRemarkable::~CInfoRemarkable

0x008d3e60 · 128 bytes · __thiscall

_ZN15CInfoRemarkableD1Ev

Decompiled

undefined (1 param)

/* CInfoRemarkable::~CInfoRemarkable() */

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

{
  int *piVar1;
  ushort uVar2;
  
  *(undefined ***)this = &PTR__CInfoRemarkable_00ceca88;
  uVar2 = g_RemarkableList._24_2_;
  do {
    if (uVar2 == 0xffff) {
LAB_008d3ed4:
      *(undefined ***)this = &PTR__CPointEntity_00cd35a8;
      CBaseEntity::~CBaseEntity((CBaseEntity *)this);
      return;
    }
    piVar1 = (int *)(g_RemarkableList._12_4_ + (uint)uVar2 * 8);
    if (this == (CInfoRemarkable *)*piVar1) {
      CUtlLinkedList<CInfoRemarkable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*,unsigned_short>,unsigned_short>>
      ::Unlink((CUtlLinkedList<CInfoRemarkable*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CInfoRemarkable*,unsigned_short>,unsigned_short>>
                *)(g_RemarkableList + 0xc),uVar2);
      *(undefined2 *)(g_RemarkableList._12_4_ + 6 + (uint)uVar2 * 8) = g_RemarkableList._28_2_;
      g_RemarkableList._28_2_ = uVar2;
      goto LAB_008d3ed4;
    }
    uVar2 = *(ushort *)((int)piVar1 + 6);
  } while( true );
}

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)