L L4D2node

WitchRetreat::~WitchRetreat

0x00a43da0 · 93 bytes · __thiscall

_ZN12WitchRetreatD2Ev

Decompiled

undefined (1 param)

/* WitchRetreat::~WitchRetreat() */

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

{
  *(undefined ***)this = &PTR__WitchRetreat_00d26aa8;
  *(undefined ***)(this + 4) = &PTR__WitchRetreat_00d26c0c;
  *(undefined4 *)(this + 0x4854) = 0;
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x4848));
  *(undefined4 *)(this + 0x4858) = *(undefined4 *)(this + 0x4848);
  CUtlMemory<CHandle<CBaseEntity>,int>::Purge
            ((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x4848));
  PathFollower::~PathFollower((PathFollower *)(this + 0x34));
  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)