L L4D2node

Action<Tank>::~Action

0x00ae37f0 · 134 bytes · __thiscall

_ZN6ActionI4TankED1Ev

Decompiled

undefined (1 param)

/* Action<Tank>::~Action() */

void __thiscall Action<Tank>::~Action(Action<Tank> *this)

{
  int iVar1;
  int *piVar2;
  int *piVar3;
  
  iVar1 = *(int *)(this + 0xc);
  *(undefined ***)this = &PTR__Action_00d39228;
  *(undefined ***)(this + 4) = &PTR__Action_00d3938c;
  if ((iVar1 != 0) && (*(Action<Tank> **)(iVar1 + 0x10) == this)) {
    *(undefined4 *)(iVar1 + 0x10) = *(undefined4 *)(this + 0x14);
  }
  piVar3 = *(int **)(this + 0x10);
  while (piVar3 != (int *)0x0) {
    piVar2 = (int *)piVar3[5];
    (**(code **)(*piVar3 + 4))(piVar3);
    piVar3 = piVar2;
  }
  if (*(int *)(this + 0x14) != 0) {
    *(undefined4 *)(*(int *)(this + 0x14) + 0x18) = 0;
  }
  piVar3 = *(int **)(this + 0x18);
  if (piVar3 != (int *)0x0) {
    (**(code **)(*piVar3 + 4))(piVar3);
  }
  piVar3 = *(int **)(this + 0x24);
  if (piVar3 != (int *)0x0) {
    (**(code **)(*piVar3 + 4))(piVar3);
  }
  *(undefined ***)(this + 4) = &PTR__IContextualQuery_00bfa868;
  *(undefined ***)this = &PTR__INextBotEventResponder_00bfa5a8;
  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)