L L4D2node

CCollisionProperty::DestroyPartitionHandle

0x0042b350 · 53 bytes · __thiscall

_ZN18CCollisionProperty22DestroyPartitionHandleEv

Decompiled

undefined (1 param)

/* CCollisionProperty::DestroyPartitionHandle() */

void __thiscall CCollisionProperty::DestroyPartitionHandle(CCollisionProperty *this)

{
  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)