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 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.