L4D1SurvivorBehavior::~L4D1SurvivorBehavior
0x00923000 · 25 bytes · __thiscall
_ZN20L4D1SurvivorBehaviorD1Ev
Decompiled
undefined (1 param)
/* L4D1SurvivorBehavior::~L4D1SurvivorBehavior() */
void __thiscall L4D1SurvivorBehavior::~L4D1SurvivorBehavior(L4D1SurvivorBehavior *this)
{
*(undefined ***)this = &PTR__L4D1SurvivorBehavior_00d03a68;
*(undefined ***)(this + 4) = &PTR__L4D1SurvivorBehavior_00d03bdc;
Action<SurvivorBot>::~Action((Action<SurvivorBot> *)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.