L L4D2node

CSurvivorRescue::~CSurvivorRescue

0x0096d410 · 176 bytes · __thiscall

_ZN15CSurvivorRescueD0Ev

Decompiled

undefined (1 param)

/* CSurvivorRescue::~CSurvivorRescue() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CSurvivorRescue_00d0db68;
  *(undefined **)(this + 0x190c) = &DAT_00d0df4c;
  *(undefined ***)(this + 0x1914) = &PTR__CSurvivorRescue_00d0df60;
  *(undefined4 *)(this + 0x1950) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1944));
  *(undefined4 *)(this + 0x1954) = *(undefined4 *)(this + 0x1944);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1944));
  *(undefined ***)(this + 0x1914) = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 0x1918) = 0xd;
  if (this[0x191c] != (CSurvivorRescue)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x1914);
    }
    this[0x191c] = (CSurvivorRescue)0x0;
  }
  *(undefined ***)(this + 0x1914) = &PTR__IGameEventListener2_00bfb610;
  CFlexExpresser::~CFlexExpresser((CFlexExpresser *)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)