L L4D2node

InfectedBlinded::~InfectedBlinded

0x00a311a0 · 58 bytes · __thiscall

_ZN15InfectedBlindedD1Ev

Decompiled

undefined (1 param)

/* InfectedBlinded::~InfectedBlinded() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x34);
  *(undefined ***)this = &PTR__InfectedBlinded_00d23a68;
  *(undefined ***)(this + 4) = &PTR__InfectedBlinded_00d23bcc;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
    *(undefined4 *)(this + 0x34) = 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)