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 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.