L L4D2node

CFixedBudgetMemoryPool<8840u,24>::~CFixedBudgetMemoryPool

0x00b69a20 · 68 bytes · __thiscall

_ZN22CFixedBudgetMemoryPoolILj8840ELi24EED1Ev

Decompiled

undefined (1 param)

/* CFixedBudgetMemoryPool<8840u, 24>::~CFixedBudgetMemoryPool() */

void __thiscall
CFixedBudgetMemoryPool<8840u,24>::~CFixedBudgetMemoryPool(CFixedBudgetMemoryPool<8840u,24> *this)

{
  char cVar1;
  
  do {
    if (*(int *)this == 0) {
      return;
    }
    cVar1 = ThreadInterlockedAssignIf64
                      (this,0,*(uint *)(this + 4) & 0xffff0000,*(int *)this,*(uint *)(this + 4));
  } while (cVar1 == '\0');
  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)