L L4D2node

CSurvivorDeathModel::~CSurvivorDeathModel

0x00996770 · 156 bytes · __thiscall

_ZN19CSurvivorDeathModelD1Ev

Decompiled

undefined (1 param)

/* CSurvivorDeathModel::~CSurvivorDeathModel() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__CSurvivorDeathModel_00d1b108;
  if (DAT_01016aac < 1) {
LAB_009967ac:
    CBaseFlex::~CBaseFlex((CBaseFlex *)this);
    return;
  }
  iVar1 = 0;
  if (this != (CSurvivorDeathModel *)*g_DeadSurvivors) {
    do {
      iVar1 = iVar1 + 1;
      if (iVar1 == DAT_01016aac) goto LAB_009967ac;
    } while (this != (CSurvivorDeathModel *)g_DeadSurvivors[iVar1]);
    if (iVar1 == -1) goto LAB_009967ac;
  }
  iVar2 = (DAT_01016aac - iVar1) + -1;
  if (0 < iVar2) {
    _V_memmove(g_DeadSurvivors + iVar1,g_DeadSurvivors + iVar1 + 1,iVar2 * 4);
  }
  DAT_01016aac = DAT_01016aac + -1;
  CBaseFlex::~CBaseFlex((CBaseFlex *)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)