L L4D2node

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 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)