L L4D2node

CInfoGameMode::~CInfoGameMode

0x008d5710 · 177 bytes · __thiscall

_ZN13CInfoGameModeD0Ev

Decompiled

undefined (1 param)

/* CInfoGameMode::~CInfoGameMode() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CInfoGameMode_00ced588;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x518));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x500));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4e8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4d0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4b8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4a0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x488));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x470));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x458));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x440));
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)