L L4D2node

CKeepUpright::~CKeepUpright

0x007a3070 · 83 bytes · __thiscall

_ZN12CKeepUprightD2Ev

Decompiled

undefined (1 param)

/* CKeepUpright::~CKeepUpright() */

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

{
  *(undefined ***)this = &PTR__CKeepUpright_00cb7c68;
  *(undefined **)(this + 0x440) = &DAT_00cb7f98;
  if (*(int *)(this + 0x45c) != 0) {
    (**(code **)(*physenv + 0x7c))(physenv,*(int *)(this + 0x45c));
    *(undefined4 *)(this + 0x45c) = 0;
  }
  *(undefined ***)this = &PTR__CPointEntity_00cd35a8;
  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)