L L4D2node

CVScriptGameEventListener::~CVScriptGameEventListener

0x00b58090 · 78 bytes · __thiscall

_ZN25CVScriptGameEventListenerD2Ev

Decompiled

undefined (1 param)

/* CVScriptGameEventListener::~CVScriptGameEventListener() */

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

{
  *(undefined ***)this = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 4) = 0xd;
  if (this[8] == (CVScriptGameEventListener)0x0) {
    *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
    return;
  }
  if (gameeventmanager != (int *)0x0) {
    (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this);
  }
  this[8] = (CVScriptGameEventListener)0x0;
  *(undefined ***)this = &PTR__IGameEventListener2_00bfb610;
  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)