L L4D2node

AI_Response::~AI_Response

0x005a8680 · 86 bytes · __thiscall

_ZN11AI_ResponseD2Ev

Decompiled

undefined (1 param)

/* AI_Response::~AI_Response() */

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

{
  if (*(void **)(this + 0xb4) != (void *)0x0) {
    operator_delete__(*(void **)(this + 0xb4));
  }
  AI_ResponseParams::ScriptFollowup_t::~ScriptFollowup_t((ScriptFollowup_t *)(this + 0xa1));
  if (*(int *)(this + 0x84) != 0) {
    (**(code **)(*g_pScriptVM + 0x30))(g_pScriptVM,*(int *)(this + 0x84));
    *(undefined4 *)(this + 0x84) = 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)