L L4D2node

CAI_ChangeTarget::~CAI_ChangeTarget

0x00b22bc0 · 18 bytes · __thiscall

_ZN16CAI_ChangeTargetD1Ev

Decompiled

undefined (1 param)

/* CAI_ChangeTarget::~CAI_ChangeTarget() */

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

{
  *(undefined ***)this = &PTR__CAI_ChangeTarget_00d44868;
  CBaseEntity::~CBaseEntity((CBaseEntity *)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)