L L4D2node

TankIntention::~TankIntention

0x00aefab0 · 64 bytes · __thiscall

_ZN13TankIntentionD1Ev

Decompiled

undefined (1 param)

/* TankIntention::~TankIntention() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x1c);
  *(undefined ***)this = &PTR__TankIntention_00d39cc8;
  *(undefined ***)(this + 0x14) = &PTR__TankIntention_00d39da0;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 4))(piVar1);
  }
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined ***)(this + 0x14) = &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)