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 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.