L L4D2node

SurvivorUseObject::~SurvivorUseObject

0x009374a0 · 44 bytes · __thiscall

_ZN17SurvivorUseObjectD0Ev

Decompiled

undefined (1 param)

/* SurvivorUseObject::~SurvivorUseObject() */

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

{
  *(undefined ***)this = &PTR__SurvivorUseObject_00d072e8;
  *(undefined ***)(this + 4) = &PTR__SurvivorUseObject_00d07464;
  Action<SurvivorBot>::~Action((Action<SurvivorBot> *)this);
  operator_delete(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)