L4D1SurvivorLegsBattleStations::~L4D1SurvivorLegsBattleStations
0x009505e0 · 47 bytes · __thiscall
_ZN30L4D1SurvivorLegsBattleStationsD2Ev
Decompiled
undefined (1 param)
/* L4D1SurvivorLegsBattleStations::~L4D1SurvivorLegsBattleStations() */
void __thiscall
L4D1SurvivorLegsBattleStations::~L4D1SurvivorLegsBattleStations
(L4D1SurvivorLegsBattleStations *this)
{
*(undefined ***)this = &PTR__L4D1SurvivorLegsBattleStations_00d0a7a8;
*(undefined ***)(this + 4) = &PTR__L4D1SurvivorLegsBattleStations_00d0a910;
PathFollower::~PathFollower((PathFollower *)(this + 0x34));
Action<SurvivorBot>::~Action((Action<SurvivorBot> *)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.