L L4D2node

CWorldCollideContextData::operator.delete

0x00bca9b0 · 18 bytes · __thiscall

_ZN24CWorldCollideContextDatadlEPv

Decompiled

void (2 params)

/* CWorldCollideContextData::operator delete(void*) */

void __thiscall
CWorldCollideContextData::operator_delete(CWorldCollideContextData *this,void *param_1)

{
  if (this != (CWorldCollideContextData *)0x0) {
    free(this);
    return;
  }
  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)