L L4D2node

CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent

0x005da7a0 · 75 bytes · __thiscall

_ZN18CScriptSpeechQueue18CQueuedScriptEventD2Ev

Decompiled

undefined (1 param)

/* CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent() */

void __thiscall
CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent(CQueuedScriptEvent *this)

{
  if (*(int *)this != 0) {
    (**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)this);
  }
  if (*(int *)(this + 4) != 0) {
    (**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)(this + 4));
  }
  AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)(this + 0x10));
  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)