Hunter::~Hunter
0x00a8fa30 · 171 bytes · __thiscall
_ZN6HunterD2Ev
Decompiled
undefined (1 param)
/* Hunter::~Hunter() */
void __thiscall Hunter::~Hunter(Hunter *this)
{
int *piVar1;
piVar1 = *(int **)(this + 0x431c);
*(undefined ***)this = &PTR__Hunter_00d30148;
*(undefined **)(this + 0x2364) = &DAT_00d30b14;
*(undefined ***)(this + 0x4028) = &PTR__Hunter_00d30b28;
*(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d30c78;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
*(undefined4 *)(this + 0x431c) = 0;
}
piVar1 = *(int **)(this + 0x4314);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
*(undefined4 *)(this + 0x4314) = 0;
}
piVar1 = *(int **)(this + 0x4318);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
*(undefined4 *)(this + 0x4318) = 0;
}
piVar1 = *(int **)(this + 0x4320);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 4))(piVar1);
*(undefined4 *)(this + 0x4320) = 0;
}
BossZombiePlayerBot::~BossZombiePlayerBot((BossZombiePlayerBot *)this);
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.