SurvivorVision::~SurvivorVision
0x00968660 · 62 bytes · __thiscall
_ZN14SurvivorVisionD2Ev
Decompiled
undefined (1 param)
/* SurvivorVision::~SurvivorVision() */
void __thiscall SurvivorVision::~SurvivorVision(SurvivorVision *this)
{
*(undefined ***)this = &PTR__IVision_00caa2e8;
*(undefined4 *)(this + 0x38) = 0;
CUtlMemory<IVision::RecognizeInfo,int>::Purge
((CUtlMemory<IVision::RecognizeInfo,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<IVision::RecognizeInfo,int>::Purge
((CUtlMemory<IVision::RecognizeInfo,int> *)(this + 0x2c));
*(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
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.