L L4D2node

Witch::~Witch

0x00a48830 · 222 bytes · __thiscall

_ZN5WitchD2Ev

Decompiled

undefined (1 param)

/* Witch::~Witch() */

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

{
  int iVar1;
  int iVar2;
  
  *(undefined ***)this = &PTR__Witch_00d27508;
  *(undefined ***)(this + 0x1a3c) = &PTR__Witch_00d27ae8;
  if (TheDirector != (Infected *)0x0) {
    CDirector::OnWitchRemoved(TheDirector);
  }
  if (0 < DAT_01025eac) {
    iVar1 = 0;
    if (this != (Witch *)*TheWitches) {
      do {
        iVar1 = iVar1 + 1;
        if (iVar1 == DAT_01025eac) goto LAB_00a4888c;
      } while (this != (Witch *)TheWitches[iVar1]);
      if (iVar1 == -1) goto LAB_00a4888c;
    }
    iVar2 = (DAT_01025eac - iVar1) + -1;
    if (iVar2 < 1) {
      DAT_01025eac = DAT_01025eac + -1;
    }
    else {
      _V_memmove(TheWitches + iVar1,TheWitches + iVar1 + 1,iVar2 * 4);
      DAT_01025eac = DAT_01025eac + -1;
    }
  }
LAB_00a4888c:
  *(undefined4 *)(this + 0x1dc0) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x1db4));
  *(undefined4 *)(this + 0x1dc4) = *(undefined4 *)(this + 0x1db4);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x1db4));
  Infected::~Infected((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)