CTankTrainAI::~CTankTrainAI
0x00835de0 · 88 bytes · __thiscall
_ZN12CTankTrainAID1Ev
Decompiled
undefined (1 param)
/* CTankTrainAI::~CTankTrainAI() */
void __thiscall CTankTrainAI::~CTankTrainAI(CTankTrainAI *this)
{
int *piVar1;
*(undefined ***)this = &PTR__CTankTrainAI_00cd5028;
piVar1 = (int *)CSoundEnvelopeController::GetController();
if (*(int *)(this + 0x44c) != 0) {
(**(code **)(*piVar1 + 0x2c))(piVar1,*(int *)(this + 0x44c));
}
if (*(int *)(this + 0x450) != 0) {
(**(code **)(*piVar1 + 0x2c))(piVar1,*(int *)(this + 0x450));
}
*(undefined ***)this = &PTR__CPointEntity_00cd35a8;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.