L L4D2node

CPipeBombProjectile::~CPipeBombProjectile

0x00554730 · 28 bytes · __thiscall

_ZN19CPipeBombProjectileD2Ev

Decompiled

undefined (1 param)

/* CPipeBombProjectile::~CPipeBombProjectile() */

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

{
  *(undefined ***)this = &PTR__CPipeBombProjectile_00c44b08;
  *(undefined ***)(this + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c45098;
  CBaseCSGrenadeProjectile::~CBaseCSGrenadeProjectile((CBaseCSGrenadeProjectile *)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)