L L4D2node

CPhysicsHook::~CPhysicsHook

0x00783260 · 166 bytes · __thiscall

_ZN12CPhysicsHookD2Ev

Decompiled

undefined (1 param)

/* CPhysicsHook::~CPhysicsHook() */

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

{
  CUtlVector<vehiclescript_t,CUtlMemory<vehiclescript_t,int>> *this_00;
  
  this_00 = (CUtlVector<vehiclescript_t,CUtlMemory<vehiclescript_t,int>> *)(this + 0x40);
  *(undefined ***)this = &PTR_Name_00cb1068;
  CUtlVector<vehiclescript_t,CUtlMemory<vehiclescript_t,int>>::RemoveAll(this_00);
  CUtlMemory<vehiclescript_t,int>::Purge((CUtlMemory<vehiclescript_t,int> *)this_00);
  *(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
  CUtlMemory<vehiclescript_t,int>::Purge((CUtlMemory<vehiclescript_t,int> *)this_00);
  *(undefined4 *)(this + 0x38) = 0;
  CUtlMemory<masscenteroverride_t,int>::Purge((CUtlMemory<masscenteroverride_t,int> *)(this + 0x2c))
  ;
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
  CUtlMemory<masscenteroverride_t,int>::Purge((CUtlMemory<masscenteroverride_t,int> *)(this + 0x2c))
  ;
  *(undefined4 *)(this + 0x24) = 0;
  CUtlMemory<physicssound::breaksound_t,int>::Purge
            ((CUtlMemory<physicssound::breaksound_t,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
  CUtlMemory<physicssound::breaksound_t,int>::Purge
            ((CUtlMemory<physicssound::breaksound_t,int> *)(this + 0x18));
  *(undefined4 *)(this + 0x10) = 0;
  CUtlMemory<physicssound::impactsound_t,int>::Purge
            ((CUtlMemory<physicssound::impactsound_t,int> *)(this + 4));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
  CUtlMemory<physicssound::impactsound_t,int>::Purge
            ((CUtlMemory<physicssound::impactsound_t,int> *)(this + 4));
  *(undefined ***)this = &PTR_Name_00bfb628;
  IGameSystemPerFrame::~IGameSystemPerFrame((IGameSystemPerFrame *)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)