L L4D2node

TerrorNavArea::~TerrorNavArea

0x00971650 · 166 bytes · __thiscall

_ZN13TerrorNavAreaD1Ev

Decompiled

undefined (1 param)

/* TerrorNavArea::~TerrorNavArea() */

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

{
  *(undefined ***)this = &PTR__TerrorNavArea_00d115a8;
  if (TheDirector != (TerrorNavArea *)0x0) {
    CDirector::OnNavAreaRemoved(TheDirector);
  }
  if (TheZombieManager != (TerrorNavArea *)0x0) {
    ZombieManager::OnNavAreaRemoved(TheZombieManager);
  }
  if ((g_pScriptVM != (int *)0x0) && (*(int *)(this + 0x178) != 0)) {
    (**(code **)(*g_pScriptVM + 100))(g_pScriptVM,*(int *)(this + 0x178));
    *(undefined4 *)(this + 0x178) = 0;
  }
  *(undefined4 *)(this + 0x13c) = 0;
  free(*(void **)(this + 0x134));
  *(undefined4 *)(this + 0x138) = 0;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  CNavArea::~CNavArea((CNavArea *)this);
  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)