L L4D2node

CMultiSpawner::~CMultiSpawner

0x008de3c0 · 81 bytes · __thiscall

_ZN13CMultiSpawnerD1Ev

Decompiled

undefined (1 param)

/* CMultiSpawner::~CMultiSpawner() */

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

{
  *(undefined ***)this = &PTR__CMultiSpawner_00cf9008;
  *(undefined4 *)(this + 0x44c) = 0;
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)(this + 0x440));
  *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x440);
  CUtlMemory<char_const*,int>::Purge((CUtlMemory<char_const*,int> *)(this + 0x440));
  *(undefined ***)this = &PTR__CPointEntity_00cd35a8;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)