L L4D2node

Jockey::~Jockey

0x00aa34c0 · 171 bytes · __thiscall

_ZN6JockeyD1Ev

Decompiled

undefined (1 param)

/* Jockey::~Jockey() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x431c);
  *(undefined ***)this = &PTR__Jockey_00d32248;
  *(undefined **)(this + 0x2364) = &DAT_00d32c14;
  *(undefined ***)(this + 0x4028) = &PTR__Jockey_00d32c28;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d32d78;
  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 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)