L L4D2node

CUtlMemoryPool::~CUtlMemoryPool

0x00b73f80 · 53 bytes · __thiscall

_ZN14CUtlMemoryPoolD1Ev

Decompiled

undefined (1 param)

/* CUtlMemoryPool::~CUtlMemoryPool() */

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

{
  if ((0 < *(int *)(this + 0x10)) && (g_ReportFunc != (code *)0x0)) {
    (*g_ReportFunc)("Memory leak: mempool blocks left in memory: %d\n",*(int *)(this + 0x10));
  }
  Clear(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)