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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.