L L4D2node

CChainsaw::~CChainsaw

0x005317c0 · 184 bytes · __thiscall

_ZN9CChainsawD2Ev

Decompiled

undefined (1 param)

/* CChainsaw::~CChainsaw() */

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

{
  int *piVar1;
  
  *(undefined ***)this = &PTR__CChainsaw_00c358e8;
  *(undefined **)(this + 0x1510) = &DAT_00c35ff0;
  if (*(int *)(this + 0x17f4) != 0) {
    piVar1 = (int *)CSoundEnvelopeController::GetController();
    (**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x17f4));
  }
  if (*(int *)(this + 0x17fc) != 0) {
    piVar1 = (int *)CSoundEnvelopeController::GetController();
    (**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x17fc));
  }
  if (*(int *)(this + 0x1800) != 0) {
    piVar1 = (int *)CSoundEnvelopeController::GetController();
    (**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x1800));
  }
  *(undefined4 *)(this + 0x17f4) = 0;
  *(undefined4 *)(this + 0x17fc) = 0;
  *(undefined4 *)(this + 0x1800) = 0;
  *(undefined ***)this = &PTR__CTerrorWeapon_00c52908;
  *(undefined **)(this + 0x1510) = &DAT_00c53010;
  CWeaponCSBase::~CWeaponCSBase((CWeaponCSBase *)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)