L L4D2node

AI_ResponseScriptWrapper::~AI_ResponseScriptWrapper

0x0080a2d0 · 9 bytes · __thiscall

_ZN24AI_ResponseScriptWrapperD2Ev

Decompiled

undefined (1 param)

/* AI_ResponseScriptWrapper::~AI_ResponseScriptWrapper() */

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

{
  AI_Response::~AI_Response((AI_Response *)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)