Action<Infected>::~Action
0x00a1ac60 · 134 bytes · __thiscall
_ZN6ActionI8InfectedED2Ev
Decompiled
undefined (1 param)
/* Action<Infected>::~Action() */
void __thiscall Action<Infected>::~Action(Action<Infected> *this)
{
int iVar1;
int *piVar2;
int *piVar3;
iVar1 = *(int *)(this + 0xc);
*(undefined ***)this = &PTR__Action_00d21848;
*(undefined ***)(this + 4) = &PTR__Action_00d219ac;
if ((iVar1 != 0) && (*(Action<Infected> **)(iVar1 + 0x10) == this)) {
*(undefined4 *)(iVar1 + 0x10) = *(undefined4 *)(this + 0x14);
}
piVar3 = *(int **)(this + 0x10);
while (piVar3 != (int *)0x0) {
piVar2 = (int *)piVar3[5];
(**(code **)(*piVar3 + 4))(piVar3);
piVar3 = piVar2;
}
if (*(int *)(this + 0x14) != 0) {
*(undefined4 *)(*(int *)(this + 0x14) + 0x18) = 0;
}
piVar3 = *(int **)(this + 0x18);
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 4))(piVar3);
}
piVar3 = *(int **)(this + 0x24);
if (piVar3 != (int *)0x0) {
(**(code **)(*piVar3 + 4))(piVar3);
}
*(undefined ***)(this + 4) = &PTR__IContextualQuery_00bfa868;
*(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
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.