L L4D2node

CFourWheelVehiclePhysics::~CFourWheelVehiclePhysics

0x006ab000 · 40 bytes · __thiscall

_ZN24CFourWheelVehiclePhysicsD2Ev

Decompiled

undefined (1 param)

/* CFourWheelVehiclePhysics::~CFourWheelVehiclePhysics() */

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

{
  *(undefined ***)this = &PTR_GetDataDescMap_00c890a8;
  (**(code **)(*physenv + 0x84))(physenv,*(undefined4 *)(this + 0x24));
  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)