L L4D2node

L4D_Map_Stat_Data::~L4D_Map_Stat_Data

0x008e0480 · 49 bytes · __thiscall

_ZN17L4D_Map_Stat_DataD2Ev

Decompiled

undefined (1 param)

/* L4D_Map_Stat_Data::~L4D_Map_Stat_Data() */

void __thiscall L4D_Map_Stat_Data::~L4D_Map_Stat_Data(L4D_Map_Stat_Data *this)

{
  *(undefined4 *)(this + 0x60) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x54));
  *(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x54));
  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)