L L4D2node

CAI_BehaviorBase::~CAI_BehaviorBase

0x005a7c80 · 69 bytes · __thiscall

_ZN16CAI_BehaviorBaseD2Ev

Decompiled

undefined (1 param)

/* CAI_BehaviorBase::~CAI_BehaviorBase() */

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

{
  *(undefined ***)this = &PTR__CAI_BehaviorBase_00c56de8;
  *(undefined ***)(this + 8) = &PTR_BehaviorBridge_PrescheduleThink_00c56fdc;
  *(undefined4 *)(this + 0x18) = 0;
  CUtlMemory<AIChannelScheduleState_t,int>::Purge
            ((CUtlMemory<AIChannelScheduleState_t,int> *)(this + 0xc));
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
  CUtlMemory<AIChannelScheduleState_t,int>::Purge
            ((CUtlMemory<AIChannelScheduleState_t,int> *)(this + 0xc));
  *(undefined ***)this = &PTR__CAI_Component_00c0a978;
  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)