L L4D2node

CPhysMagnet::~CPhysMagnet

0x007a14a0 · 121 bytes · __thiscall

_ZN11CPhysMagnetD1Ev

Decompiled

undefined (1 param)

/* CPhysMagnet::~CPhysMagnet() */

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

{
  *(undefined ***)this = &PTR__CPhysMagnet_00cb5fc8;
  *(undefined **)(this + 0x13f4) = &DAT_00cb6378;
  DetachAll(this);
  *(undefined4 *)(this + 0x1444) = 0;
  CUtlMemory<magnetted_objects_t,int>::Purge((CUtlMemory<magnetted_objects_t,int> *)(this + 0x1438))
  ;
  *(undefined4 *)(this + 0x1448) = *(undefined4 *)(this + 0x1438);
  CUtlMemory<magnetted_objects_t,int>::Purge((CUtlMemory<magnetted_objects_t,int> *)(this + 0x1438))
  ;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1410));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x13f8));
  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)