L L4D2node

CPhysicsCannister::~CPhysicsCannister

0x00787470 · 67 bytes · __thiscall

_ZN17CPhysicsCannisterD2Ev

Decompiled

undefined (1 param)

/* CPhysicsCannister::~CPhysicsCannister() */

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

{
  *(undefined ***)this = &PTR__CPhysicsCannister_00cb1928;
  *(undefined ***)(this + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00cb1eb8;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1aa8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1a90));
  CBaseCombatCharacter::~CBaseCombatCharacter((CBaseCombatCharacter *)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)