L L4D2node

CScriptDestructor<AI_ResponseScriptWrapper>::Destruct

0x0080de60 · 41 bytes · __cdecl

_ZN17CScriptDestructorI24AI_ResponseScriptWrapperE8DestructEPv

Decompiled

undefined (1 param)

/* CScriptDestructor<AI_ResponseScriptWrapper>::Destruct(void*) */

void CScriptDestructor<AI_ResponseScriptWrapper>::Destruct(void *param_1)

{
  if (param_1 != (void *)0x0) {
    AI_Response::~AI_Response(param_1);
    operator_delete(param_1);
    return;
  }
  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)