L L4D2node

CBreakableProp::~CBreakableProp

0x004ea2d0 · 167 bytes · __thiscall

_ZN14CBreakablePropD2Ev

Decompiled

undefined (1 param)

/* CBreakableProp::~CBreakableProp() */

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

{
  *(undefined ***)this = &PTR__CBreakableProp_00cc3308;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc3780;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc3824;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1510));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14f8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14e0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14c8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14b0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x142c));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1414));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x13fc));
  *(undefined ***)this = &PTR__CBaseProp_00cc2be8;
  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)