L L4D2node

WitchAttack::~WitchAttack

0x00a3e110 · 100 bytes · __thiscall

_ZN11WitchAttackD2Ev

Decompiled

undefined (1 param)

/* WitchAttack::~WitchAttack() */

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

{
  *(undefined ***)this = &PTR__WitchAttack_00d25b28;
  *(undefined ***)(this + 4) = &PTR__WitchAttack_00d25c8c;
  *(undefined4 *)(this + 0x486c) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x4860));
  *(undefined4 *)(this + 0x4870) = *(undefined4 *)(this + 0x4860);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x4860));
  *(undefined ***)(this + 0x3c) = &PTR__ChasePath_00bfaa48;
  PathFollower::~PathFollower((PathFollower *)(this + 0x3c));
  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)