L L4D2node

CCollisionProperty::~CCollisionProperty

0x00429ab0 · 59 bytes · __thiscall

_ZN18CCollisionPropertyD2Ev

Decompiled

undefined (1 param)

/* CCollisionProperty::~CCollisionProperty() */

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

{
  *(undefined ***)this = &PTR_GetEntityHandle_00c0c928;
  if (*(short *)(this + 0x28) != -1) {
    (**(code **)(*partition + 0x10))(partition,*(short *)(this + 0x28));
    *(undefined2 *)(this + 0x28) = 0xffff;
  }
  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)