L L4D2node

CPhysHinge::~CPhysHinge

0x00776e10 · 28 bytes · __thiscall

_ZN10CPhysHingeD1Ev

Decompiled

undefined (1 param)

/* CPhysHinge::~CPhysHinge() */

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

{
  *(undefined ***)this = &PTR__CPhysHinge_00caee08;
  *(undefined ***)(this + 0x47c) = &PTR__IWatcherCallback_00c27270;
  CPhysConstraint::~CPhysConstraint((CPhysConstraint *)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)