BoomerIntention::~BoomerIntention
0x00a75db0 · 64 bytes · __thiscall
_ZN15BoomerIntentionD1Ev
Decompiled
undefined (1 param)
/* BoomerIntention::~BoomerIntention() */
void __thiscall BoomerIntention::~BoomerIntention(BoomerIntention *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0x1c);
*(undefined ***)this = &PTR__BoomerIntention_00d2ccc8;
*(undefined ***)(this + 0x14) = &PTR__BoomerIntention_00d2cda0;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
}
*(undefined4 *)(this + 0x1c) = 0;
*(undefined ***)(this + 0x14) = &PTR__IContextualQuery_00bfa868;
*(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.