CPhysMotor::~CPhysMotor
0x007a30d0 · 183 bytes · __thiscall
_ZN10CPhysMotorD1Ev
Decompiled
undefined (1 param)
/* CPhysMotor::~CPhysMotor() */
void __thiscall CPhysMotor::~CPhysMotor(CPhysMotor *this)
{
int *piVar1;
int iVar2;
uint uVar3;
undefined *puVar4;
uVar3 = *(uint *)(this + 0x444);
*(undefined ***)this = &PTR__CPhysMotor_00cb7908;
if ((((uVar3 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar3 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
iVar2 = *(int *)(this + 0x458);
if ((iVar2 == 0) || (piVar1 = *(int **)(*(int *)(puVar4 + 4) + 0x238), piVar1 == (int *)0x0))
goto LAB_007a3114;
uVar3 = (**(code **)(*piVar1 + 0x50))(piVar1);
(**(code **)(*piVar1 + 0x4c))(piVar1,uVar3 & 0xff7f);
}
iVar2 = *(int *)(this + 0x458);
LAB_007a3114:
(**(code **)(*physenv + 0x5c))(physenv,iVar2);
(**(code **)(*physenv + 0x7c))(physenv,*(undefined4 *)(this + 0x45c));
*(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.