L L4D2node

InfectedShoved::~InfectedShoved

0x00a1ad00 · 58 bytes · __thiscall

_ZN14InfectedShovedD2Ev

Decompiled

undefined (1 param)

/* InfectedShoved::~InfectedShoved() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x44);
  *(undefined ***)this = &PTR__InfectedShoved_00d21b88;
  *(undefined ***)(this + 4) = &PTR__InfectedShoved_00d21cec;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x44) = 0;
  }
  Action<Infected>::~Action((Action<Infected> *)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)