L L4D2node

SurvivorLegsCoverFriendInCombat::~SurvivorLegsCoverFriendInCombat

0x00961d80 · 10 bytes · __thiscall

_ZThn4_N31SurvivorLegsCoverFriendInCombatD1Ev

Decompiled

undefined (1 param)

/* non-virtual thunk to SurvivorLegsCoverFriendInCombat::~SurvivorLegsCoverFriendInCombat() */

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

{
  ~SurvivorLegsCoverFriendInCombat(this + -4);
  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)