L L4D2node

BehaviorMoveTo<Smoker,InfectedPathCost>::~BehaviorMoveTo

0x00ac6180 · 47 bytes · __thiscall

_ZN14BehaviorMoveToI6Smoker16InfectedPathCostED1Ev

Decompiled

undefined (1 param)

/* BehaviorMoveTo<Smoker, InfectedPathCost>::~BehaviorMoveTo() */

void __thiscall
BehaviorMoveTo<Smoker,InfectedPathCost>::~BehaviorMoveTo
          (BehaviorMoveTo<Smoker,InfectedPathCost> *this)

{
  *(undefined ***)this = &PTR__BehaviorMoveTo_00d353c8;
  *(undefined ***)(this + 4) = &PTR__BehaviorMoveTo_00d35530;
  PathFollower::~PathFollower((PathFollower *)(this + 0x40));
  Action<Smoker>::~Action((Action<Smoker> *)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)