L L4D2node

PlayerReport::~PlayerReport

0x008fe390 · 60 bytes · __thiscall

_ZN12PlayerReportD1Ev

Decompiled

undefined (1 param)

/* PlayerReport::~PlayerReport() */

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

{
  CUtlLinkedList<CAwardTemplate*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*,unsigned_short>,unsigned_short>>
  *this_00;
  
  this_00 = (CUtlLinkedList<CAwardTemplate*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*,unsigned_short>,unsigned_short>>
             *)(this + 0x364);
  CAwardPool::DeleteTemplatesForPlayer(TheAwardPool,*(int *)this,(CUtlLinkedList *)this_00);
  CUtlLinkedList<CAwardTemplate*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*,unsigned_short>,unsigned_short>>
  ::RemoveAll(this_00);
  CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*,unsigned_short>,unsigned_short>::Purge
            ((CUtlMemory<UtlLinkedListElem_t<CAwardTemplate*,unsigned_short>,unsigned_short> *)
             this_00);
  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)