L L4D2node

CPlayerPickupController::~CPlayerPickupController

0x004ee850 · 69 bytes · __thiscall

_ZN23CPlayerPickupControllerD0Ev

Decompiled

undefined (1 param)

/* CPlayerPickupController::~CPlayerPickupController() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CPlayerPickupController_00c26de8;
  *(undefined ***)(this + 0x440) = &PTR_Simulate_00c26da8;
  CGrabController::DetachEntity((CGrabController *)(this + 0x440),false);
  CBaseEntity::~CBaseEntity((CBaseEntity *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)