L L4D2node

CGrenadeLauncher_Projectile::~CGrenadeLauncher_Projectile

0x0053c6c0 · 47 bytes · __thiscall

_ZN27CGrenadeLauncher_ProjectileD0Ev

Decompiled

undefined (1 param)

/* CGrenadeLauncher_Projectile::~CGrenadeLauncher_Projectile() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CGrenadeLauncher_Projectile_00c3ab88;
  *(undefined ***)(this + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c3b11c;
  CBaseCSGrenadeProjectile::~CBaseCSGrenadeProjectile((CBaseCSGrenadeProjectile *)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)