L L4D2node

CDataManagerBase::~CDataManagerBase

0x00bdb710 · 24 bytes · __thiscall

_ZN16CDataManagerBaseD1Ev

Decompiled

undefined (1 param)

/* CDataManagerBase::~CDataManagerBase() */

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

{
  *(undefined ***)this = &PTR_Lock_00d57208;
  CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short>::~CUtlMultiList
            ((CUtlMultiList<CDataManagerBase::resource_lru_element_t,unsigned_short> *)(this + 0xc))
  ;
  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)