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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.