L L4D2node

SurvivorIntention::~SurvivorIntention

0x0094d930 · 199 bytes · __thiscall

_ZN17SurvivorIntentionD1Ev

Decompiled

undefined (1 param)

/* SurvivorIntention::~SurvivorIntention() */

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

{
  int *piVar1;
  int iVar2;
  
  piVar1 = *(int **)(this + 0x1c);
  *(undefined ***)this = &PTR__SurvivorIntention_00d0a608;
  *(undefined ***)(this + 0x14) = &PTR__SurvivorIntention_00d0a6e0;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  iVar2 = *(int *)(this + 0x60);
  *(undefined4 *)(this + 0x1c) = 0;
  while (-1 < iVar2) {
    piVar1 = *(int **)(this + iVar2 * 4 + 0x20);
    if (piVar1 != (int *)0x0) {
      (**(code **)(*piVar1 + 4))(piVar1);
      iVar2 = *(int *)(this + 0x60);
    }
    iVar2 = iVar2 + -1;
    *(int *)(this + 0x60) = iVar2;
  }
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x84) = 0;
  CUtlMemory<SurvivorIntention::AudibleThreat,int>::Purge
            ((CUtlMemory<SurvivorIntention::AudibleThreat,int> *)(this + 0x78));
  *(undefined4 *)(this + 0x88) = *(undefined4 *)(this + 0x78);
  CUtlMemory<SurvivorIntention::AudibleThreat,int>::Purge
            ((CUtlMemory<SurvivorIntention::AudibleThreat,int> *)(this + 0x78));
  *(undefined4 *)(this + 0x70) = 0;
  CUtlMemory<RecognizedActor,int>::Purge((CUtlMemory<RecognizedActor,int> *)(this + 100));
  *(undefined4 *)(this + 0x74) = *(undefined4 *)(this + 100);
  CUtlMemory<RecognizedActor,int>::Purge((CUtlMemory<RecognizedActor,int> *)(this + 100));
  *(undefined ***)(this + 0x14) = &PTR__IContextualQuery_00bfa868;
  *(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
  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)