L L4D2node

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 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)