CPhysicsPushedEntities::~CPhysicsPushedEntities
0x00793070 · 87 bytes · __thiscall
_ZN22CPhysicsPushedEntitiesD2Ev
Decompiled
undefined (1 param)
/* CPhysicsPushedEntities::~CPhysicsPushedEntities() */
void __thiscall CPhysicsPushedEntities::~CPhysicsPushedEntities(CPhysicsPushedEntities *this)
{
*(undefined ***)this = &PTR_SpeculativelyCheckRotPush_00cb2588;
*(undefined4 *)(this + 0x24) = 0;
CUtlMemory<CPhysicsPushedEntities::PhysicsPushedInfo_t,int>::Purge
((CUtlMemory<CPhysicsPushedEntities::PhysicsPushedInfo_t,int> *)(this + 0x18));
*(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
CUtlMemory<CPhysicsPushedEntities::PhysicsPushedInfo_t,int>::Purge
((CUtlMemory<CPhysicsPushedEntities::PhysicsPushedInfo_t,int> *)(this + 0x18));
*(undefined4 *)(this + 0x10) = 0;
CUtlMemory<CPhysicsPushedEntities::PhysicsPusherInfo_t,int>::Purge
((CUtlMemory<CPhysicsPushedEntities::PhysicsPusherInfo_t,int> *)(this + 4));
*(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
CUtlMemory<CPhysicsPushedEntities::PhysicsPusherInfo_t,int>::Purge
((CUtlMemory<CPhysicsPushedEntities::PhysicsPusherInfo_t,int> *)(this + 4));
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.