L L4D2node

IVision::~IVision

0x0075e170 · 69 bytes · __thiscall

_ZN7IVisionD0Ev

Decompiled

undefined (1 param)

/* IVision::~IVision() */

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

{
  *(undefined ***)this = &PTR__IVision_00caa2e8;
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<IVision::RecognizeInfo,int>::Purge
            ((CUtlMemory<IVision::RecognizeInfo,int> *)(this + 0x2c));
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<IVision::RecognizeInfo,int>::Purge
            ((CUtlMemory<IVision::RecognizeInfo,int> *)(this + 0x2c));
  *(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
  operator_delete(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)