L L4D2node

CRagdollPropAttached::~CRagdollPropAttached

0x0079b700 · 88 bytes · __thiscall

_ZN20CRagdollPropAttachedD1Ev

Decompiled

undefined (1 param)

/* CRagdollPropAttached::~CRagdollPropAttached() */

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

{
  *(undefined ***)this = &PTR__CRagdollPropAttached_00cb37e8;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cb3ba8;
  (**(code **)(*physenv + 0x5c))(physenv,*(undefined4 *)(this + 0x2140));
  *(undefined ***)this = &PTR__CRagdollProp_00cb33c8;
  *(undefined4 *)(this + 0x2140) = 0;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cb3788;
  CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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)