L L4D2node

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 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)