L L4D2node

BehaviorMoveTo<Tank,InfectedPathCost>::~BehaviorMoveTo

0x00aee8d0 · 47 bytes · __thiscall

_ZN14BehaviorMoveToI4Tank16InfectedPathCostED2Ev

Decompiled

undefined (1 param)

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

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

{
  *(undefined ***)this = &PTR__BehaviorMoveTo_00d39568;
  *(undefined ***)(this + 4) = &PTR__BehaviorMoveTo_00d396d0;
  PathFollower::~PathFollower((PathFollower *)(this + 0x40));
  Action<Tank>::~Action((Action<Tank> *)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)