CPhysicsNPCSolver::~CPhysicsNPCSolver
0x00793280 · 107 bytes · __thiscall
_ZN17CPhysicsNPCSolverD1Ev
Decompiled
undefined (1 param)
/* CPhysicsNPCSolver::~CPhysicsNPCSolver() */
void __thiscall CPhysicsNPCSolver::~CPhysicsNPCSolver(CPhysicsNPCSolver *this)
{
CPhysicsNPCSolver *pCVar1;
CPhysicsNPCSolver *pCVar2;
*(undefined ***)this = &PTR__CPhysicsNPCSolver_00cb27e8;
*(undefined **)(this + 0x440) = &DAT_00cb2b18;
if (CEntityClassList<CPhysicsNPCSolver>::m_pClassList == (CPhysicsNPCSolver *)0x0) {
LAB_007932c0:
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
return;
}
pCVar1 = CEntityClassList<CPhysicsNPCSolver>::m_pClassList;
if (this == CEntityClassList<CPhysicsNPCSolver>::m_pClassList) {
pCVar2 = (CPhysicsNPCSolver *)&CEntityClassList<CPhysicsNPCSolver>::m_pClassList;
pCVar1 = this;
}
else {
do {
pCVar2 = pCVar1;
pCVar1 = *(CPhysicsNPCSolver **)(pCVar2 + 0x444);
if (pCVar1 == (CPhysicsNPCSolver *)0x0) goto LAB_007932c0;
} while (this != pCVar1);
pCVar2 = pCVar2 + 0x444;
}
*(undefined4 *)pCVar2 = *(undefined4 *)(pCVar1 + 0x444);
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)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.