L L4D2node

CInferno::~CInferno

0x008c7a50 · 308 bytes · __thiscall

_ZN8CInfernoD1Ev

Decompiled

undefined (1 param)

/* CInferno::~CInferno() */

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

{
  int iVar1;
  StopSpitMusic local_d;
  
  *(undefined ***)this = &PTR__CInferno_00ce8168;
  if (0 < *(int *)(this + 0xa40)) {
    iVar1 = 0;
    do {
      operator_delete(*(void **)(this + iVar1 * 4 + 0xa48));
      *(undefined4 *)(this + iVar1 * 4 + 0xa48) = 0;
      iVar1 = iVar1 + 1;
    } while (iVar1 < *(int *)(this + 0xa40));
  }
  iVar1 = *(int *)(this + 0xa44);
  if (iVar1 == 1) {
    ForEachSurvivor<StopSpitMusic>(&local_d);
    CBaseEntity::EmitSound((CBaseEntity *)this,"SpitterZombie.Acid.fadeout",0.0,(float *)0x0);
    CBaseEntity::StopSound((CBaseEntity *)this,"SpitterZombie.Acid");
    CBaseEntity::~CBaseEntity((CBaseEntity *)this);
    return;
  }
  if (iVar1 == 2) {
    CBaseEntity::EmitSound((CBaseEntity *)this,"FireworksCrate.Stop",0.0,(float *)0x0);
    CBaseEntity::StopSound((CBaseEntity *)this,"FireworksCrate.Start");
    CBaseEntity::~CBaseEntity((CBaseEntity *)this);
    return;
  }
  if (iVar1 != 0) {
    CBaseEntity::~CBaseEntity((CBaseEntity *)this);
    return;
  }
  CBaseEntity::EmitSound((CBaseEntity *)this,"Inferno.FadeOut",0.0,(float *)0x0);
  CBaseEntity::StopSound((CBaseEntity *)this,"Inferno.Loop");
  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)