L L4D2node

SpitterWaitInAmbush::~SpitterWaitInAmbush

0x00adc3b0 · 44 bytes · __thiscall

_ZN19SpitterWaitInAmbushD0Ev

Decompiled

undefined (1 param)

/* SpitterWaitInAmbush::~SpitterWaitInAmbush() */

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

{
  *(undefined ***)this = &PTR__SpitterWaitInAmbush_00d37948;
  *(undefined ***)(this + 4) = &PTR__SpitterWaitInAmbush_00d37aac;
  Action<Spitter>::~Action((Action<Spitter> *)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)