L L4D2node

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 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)