CPhysicsProp::~CPhysicsProp
0x007e6f40 · 382 bytes · __thiscall
_ZN12CPhysicsPropD2Ev
Decompiled
undefined (1 param)
/* CPhysicsProp::~CPhysicsProp() */
void __thiscall CPhysicsProp::~CPhysicsProp(CPhysicsProp *this)
{
*(undefined ***)this = &PTR__CPhysicsProp_00cc4388;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc4814;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc48b8;
*(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc48e8;
if (((byte)this[0x14a] & 0x40) != 0) {
g_ActiveGibCount = g_ActiveGibCount + -1;
}
CNavMesh::UnregisterAvoidanceObstacle(TheNavMesh);
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1628));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1610));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15f8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15e0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15c8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15b0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1598));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1580));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1568));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1550));
*(undefined ***)this = &PTR__CBreakableProp_00cc3308;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc3780;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc3824;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1510));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14f8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14e0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14c8));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x14b0));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x142c));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1414));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x13fc));
*(undefined ***)this = &PTR__CBaseProp_00cc2be8;
CBaseAnimating::~CBaseAnimating((CBaseAnimating *)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.