L L4D2node

CZombieBorder::~CZombieBorder

0x007173a0 · 150 bytes · __thiscall

_ZN13CZombieBorderD1Ev

Decompiled

undefined (1 param)

/* CZombieBorder::~CZombieBorder() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CZombieBorder_00ca3aa8;
  if (0 < DAT_00fe670c) {
    iVar1 = 0;
    if (this != (CZombieBorder *)*g_zombieBorders) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_00fe670c) goto LAB_007173dc;
      } while (this != (CZombieBorder *)g_zombieBorders[iVar1]);
      if (iVar1 == -1) goto LAB_007173dc;
    }
    iVar2 = (DAT_00fe670c - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_00fe670c = DAT_00fe670c + -1;
    }
    else {
      _V_memmove(g_zombieBorders + iVar1,g_zombieBorders + iVar1 + 1,iVar2 * 4);
      DAT_00fe670c = DAT_00fe670c + -1;
    }
  }
LAB_007173dc:
  *(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  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)