NextBotPlayer<CTerrorPlayer>::~NextBotPlayer
0x00944d70 · 81 bytes · __thiscall
_ZN13NextBotPlayerI13CTerrorPlayerED0Ev
Decompiled
undefined (1 param)
/* NextBotPlayer<CTerrorPlayer>::~NextBotPlayer() */
void __thiscall NextBotPlayer<CTerrorPlayer>::~NextBotPlayer(NextBotPlayer<CTerrorPlayer> *this)
{
void *in_stack_00000008;
*(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);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.