L L4D2node

Tank::~Tank

0x00adffc0 · 217 bytes · __thiscall

_ZN4TankD1Ev

Decompiled

undefined (1 param)

/* Tank::~Tank() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x431c);
  *(undefined ***)this = &PTR__Tank_00d38288;
  *(undefined **)(this + 0x2364) = &DAT_00d38c54;
  *(undefined ***)(this + 0x4028) = &PTR__Tank_00d38c68;
  *(undefined ***)(this + 0x4258) = &PTR_PressFireButton_00d38db8;
  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;
  }
  *(undefined4 *)(this + 0x4330) = 0;
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x4324));
  *(undefined4 *)(this + 0x4334) = *(undefined4 *)(this + 0x4324);
  CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x4324));
  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)