L L4D2node

JockeyAssault::~JockeyAssault

0x00ab1d20 · 76 bytes · __thiscall

_ZN13JockeyAssaultD0Ev

Decompiled

undefined (1 param)

/* JockeyAssault::~JockeyAssault() */

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

{
  *(undefined ***)this = &PTR__JockeyAssault_00d33048;
  *(undefined ***)(this + 4) = &PTR__JockeyAssault_00d331ac;
  PathFollower::~PathFollower((PathFollower *)(this + 0x484c));
  *(undefined ***)(this + 0x40) = &PTR__ChasePath_00bfaa48;
  PathFollower::~PathFollower((PathFollower *)(this + 0x40));
  Action<Jockey>::~Action((Action<Jockey> *)this);
  operator_delete(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)