L L4D2node

WitchAngry::~WitchAngry

0x00a3c280 · 25 bytes · __thiscall

_ZN10WitchAngryD1Ev

Decompiled

undefined (1 param)

/* WitchAngry::~WitchAngry() */

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

{
  *(undefined ***)this = &PTR__WitchAngry_00d257e8;
  *(undefined ***)(this + 4) = &PTR__WitchAngry_00d2594c;
  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)