L L4D2node

BossZombiePlayerBot::~BossZombiePlayerBot

0x00a78540 · 81 bytes · __thiscall

_ZN19BossZombiePlayerBotD0Ev

Decompiled

undefined (1 param)

/* BossZombiePlayerBot::~BossZombiePlayerBot() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__NextBotPlayer_00d08c08;
  *(undefined **)(this + 0x2364) = &DAT_00d095a8;
  *(undefined ***)(this + 0x4028) = &PTR__NextBotPlayer_00d095bc;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d0970c;
  INextBot::~INextBot((INextBot *)(this + 0x4028));
  CTerrorPlayer::~CTerrorPlayer((CTerrorPlayer *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)