L L4D2node

CTEImpact::~CTEImpact

0x00b02220 · 37 bytes · __thiscall

_ZN9CTEImpactD0Ev

Decompiled

undefined (1 param)

/* CTEImpact::~CTEImpact() */

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

{
  *(undefined ***)this = &PTR_GetServerClass_00d3b988;
  CBaseTempEntity::~CBaseTempEntity((CBaseTempEntity *)this);
  operator_delete(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)