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 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.