L L4D2node

CTriggerActiveWeaponDetect::~CTriggerActiveWeaponDetect

0x00b25110 · 185 bytes · __thiscall

_ZN26CTriggerActiveWeaponDetectD2Ev

Decompiled

undefined (1 param)

/* CTriggerActiveWeaponDetect::~CTriggerActiveWeaponDetect() */

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

{
  *(undefined ***)this = &PTR__CTriggerActiveWeaponDetect_00d47bc8;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x56c));
  *(undefined ***)this = &PTR__CBaseTrigger_00d40d08;
  *(undefined4 *)(this + 0x560) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x554));
  *(undefined4 *)(this + 0x564) = *(undefined4 *)(this + 0x554);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x554));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x53c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x524));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x50c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4f4));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4dc));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x4c4));
  *(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)