L L4D2node

CSheet::~CSheet

0x00bde690 · 99 bytes · __thiscall

_ZN6CSheetD2Ev

Decompiled

undefined (1 param)

/* CSheet::~CSheet() */

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

{
  undefined4 *puVar1;
  undefined4 *puVar2;
  int iVar3;
  
  iVar3 = 0;
  do {
    if ((*(void **)(this + iVar3 * 4 + 4) != (void *)0x0) && (this[iVar3 + 0x144] == (CSheet)0x0)) {
      operator_delete__(*(void **)(this + iVar3 * 4 + 4));
    }
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x40);
  puVar2 = *(undefined4 **)this;
  while (puVar2 != (undefined4 *)0x0) {
    puVar1 = (undefined4 *)*puVar2;
    puVar2[1] = 0;
    *puVar2 = 0;
    puVar2[2] = 0;
    puVar2 = puVar1;
  }
  *(undefined4 *)this = 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)