L L4D2node

CWorld::~CWorld

0x00b609c0 · 96 bytes · __thiscall

_ZN6CWorldD1Ev

Decompiled

undefined (1 param)

/* CWorld::~CWorld() */

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

{
  *(undefined ***)this = &PTR__CWorld_00d52708;
  EventList_Free();
  ActivityList_Free();
  if (g_pGameRules != (int *)0x0) {
    (**(code **)(*g_pGameRules + 0xa0))(g_pGameRules);
    if (g_pGameRules != (int *)0x0) {
      (**(code **)(*g_pGameRules + 0x34))(g_pGameRules);
    }
    g_pGameRules = (int *)0x0;
  }
  g_WorldEntity = 0;
  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)