L L4D2node

TerrorNavMesh::~TerrorNavMesh

0x00994d20 · 303 bytes · __thiscall

_ZN13TerrorNavMeshD0Ev

Decompiled

undefined (1 param)

/* TerrorNavMesh::~TerrorNavMesh() */

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

{
  *(undefined ***)this = &PTR__TerrorNavMesh_00d124a8;
  *(undefined4 *)(this + 0x698) = 0;
  CUtlMemory<Extent,int>::Purge((CUtlMemory<Extent,int> *)(this + 0x68c));
  *(undefined4 *)(this + 0x69c) = *(undefined4 *)(this + 0x68c);
  CUtlMemory<Extent,int>::Purge((CUtlMemory<Extent,int> *)(this + 0x68c));
  *(undefined4 *)(this + 0x684) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x678));
  *(undefined4 *)(this + 0x688) = *(undefined4 *)(this + 0x678);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x678));
  *(undefined4 *)(this + 0x670) = 0;
  CUtlMemory<Checkpoint*,int>::Purge((CUtlMemory<Checkpoint*,int> *)(this + 0x664));
  *(undefined4 *)(this + 0x674) = *(undefined4 *)(this + 0x664);
  CUtlMemory<Checkpoint*,int>::Purge((CUtlMemory<Checkpoint*,int> *)(this + 0x664));
  *(undefined4 *)(this + 0x658) = 0;
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x64c));
  *(undefined4 *)(this + 0x65c) = *(undefined4 *)(this + 0x64c);
  CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x64c));
  *(undefined4 *)(this + 0x640) = 0;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x634));
  *(undefined4 *)(this + 0x644) = *(undefined4 *)(this + 0x634);
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x634));
  *(undefined4 *)(this + 0x628) = 0;
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x61c));
  *(undefined4 *)(this + 0x62c) = *(undefined4 *)(this + 0x61c);
  CUtlMemory<TerrorNavArea*,int>::Purge((CUtlMemory<TerrorNavArea*,int> *)(this + 0x61c));
  CNavMesh::~CNavMesh((CNavMesh *)this);
  operator_delete(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)