Infected::~Infected
0x00a17410 · 245 bytes · __thiscall
_ZN8InfectedD2Ev
Decompiled
undefined (1 param)
/* Infected::~Infected() */
void __thiscall Infected::~Infected(Infected *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0x1c9c);
*(undefined ***)this = &PTR__Infected_00d20ea8;
*(undefined ***)(this + 0x1a3c) = &PTR__Infected_00d2147c;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
piVar1 = *(int **)(this + 0x1ca0);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
piVar1 = *(int **)(this + 0x1ca4);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
piVar1 = *(int **)(this + 0x1ca8);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
*(undefined4 *)(this + 0x1d34) = 0;
CUtlMemory<CHandle<Infected>,int>::Purge((CUtlMemory<CHandle<Infected>,int> *)(this + 0x1d28));
*(undefined4 *)(this + 0x1d38) = *(undefined4 *)(this + 0x1d28);
CUtlMemory<CHandle<Infected>,int>::Purge((CUtlMemory<CHandle<Infected>,int> *)(this + 0x1d28));
*(undefined4 *)(this + 0x1d20) = 0;
CUtlMemory<CInfectedAnimationLayer,int>::Purge
((CUtlMemory<CInfectedAnimationLayer,int> *)(this + 0x1d14));
*(undefined4 *)(this + 0x1d24) = *(undefined4 *)(this + 0x1d14);
CUtlMemory<CInfectedAnimationLayer,int>::Purge
((CUtlMemory<CInfectedAnimationLayer,int> *)(this + 0x1d14));
CRecipientFilter::~CRecipientFilter((CRecipientFilter *)(this + 0x1c7c));
*(undefined ***)this = &PTR__NextBotCombatCharacter_00ca8b48;
*(undefined ***)(this + 0x1a3c) = &PTR__NextBotCombatCharacter_00ca90c8;
INextBot::~INextBot((INextBot *)(this + 0x1a3c));
CBaseCombatCharacter::~CBaseCombatCharacter((CBaseCombatCharacter *)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.