CBaseCombatWeapon::~CBaseCombatWeapon
0x0040b530 · 146 bytes · __thiscall
_ZN17CBaseCombatWeaponD1Ev
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::~CBaseCombatWeapon() */
void __thiscall CBaseCombatWeapon::~CBaseCombatWeapon(CBaseCombatWeapon *this)
{
CBaseCombatWeapon *local_10 [2];
*(undefined ***)this = &PTR__CBaseCombatWeapon_00c08f68;
if (*(int *)(this + 0x1478) != 0) {
(**(code **)(*physenv + 0x5c))(physenv,*(int *)(this + 0x1478));
*(undefined4 *)(this + 0x1478) = 0;
}
local_10[0] = this;
CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
::FindAndRemove((CUtlLinkedList<CBaseCombatWeapon*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CBaseCombatWeapon*,unsigned_short>,unsigned_short>>
*)(g_WeaponList + 0xc),local_10);
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14d8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14c0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14a8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1490));
CBaseAnimating::~CBaseAnimating((CBaseAnimating *)this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.