L L4D2node

SurvivorBot::~SurvivorBot

0x00942fc0 · 336 bytes · __thiscall

_ZN11SurvivorBotD1Ev

Decompiled

undefined (1 param)

/* SurvivorBot::~SurvivorBot() */

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

{
  int *piVar1;
  SurvivorBot *pSVar2;
  
  piVar1 = *(int **)(this + 0x4340);
  *(undefined ***)this = &PTR__SurvivorBot_00d097c8;
  *(undefined **)(this + 0x2364) = &DAT_00d0a18c;
  *(undefined ***)(this + 0x4028) = &PTR__SurvivorBot_00d0a1a0;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d0a2f0;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x4340) = 0;
  }
  piVar1 = *(int **)(this + 0x4344);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x4344) = 0;
  }
  piVar1 = *(int **)(this + 0x4348);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x4348) = 0;
  }
  piVar1 = *(int **)(this + 0x434c);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x434c) = 0;
  }
  *(undefined4 *)(this + 0x1aa90) = 0;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x1aa84));
  *(undefined4 *)(this + 0x1aa94) = *(undefined4 *)(this + 0x1aa84);
  pSVar2 = this + 0x1623c;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x1aa84));
  PathFollower::~PathFollower((PathFollower *)(this + 0x16298));
  *(undefined ***)(this + 0x8b6c) = &PTR_OnBeginIteration_00d0d4a0;
  do {
    pSVar2 = pSVar2 + -0x4758;
    (*(code *)**(undefined4 **)pSVar2)(pSVar2);
  } while (this + 0x8c34 != pSVar2);
  PathFollower::~PathFollower((PathFollower *)(this + 0x4350));
  *(undefined ***)this = &PTR__NextBotPlayer_00d08c08;
  *(undefined **)(this + 0x2364) = &DAT_00d095a8;
  *(undefined ***)(this + 0x4028) = &PTR__NextBotPlayer_00d095bc;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d0970c;
  INextBot::~INextBot((INextBot *)(this + 0x4028));
  CTerrorPlayer::~CTerrorPlayer((CTerrorPlayer *)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)