L L4D2node

DebugMoveTo::~DebugMoveTo

0x00a310f0 · 55 bytes · __thiscall

_ZN11DebugMoveToD0Ev

Decompiled

undefined (1 param)

/* DebugMoveTo::~DebugMoveTo() */

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

{
  *(undefined ***)this = &PTR__DebugMoveTo_00d23688;
  *(undefined ***)(this + 4) = &PTR__DebugMoveTo_00d237ec;
  PathFollower::~PathFollower((PathFollower *)(this + 0x40));
  Action<Infected>::~Action((Action<Infected> *)this);
  operator_delete(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)