CBasePropDoor::~CBasePropDoor
0x007fafa0 · 546 bytes · __thiscall
_ZN13CBasePropDoorD1Ev
Decompiled
undefined (1 param)
/* CBasePropDoor::~CBasePropDoor() */
void __thiscall CBasePropDoor::~CBasePropDoor(CBasePropDoor *this)
{
*(undefined ***)this = &PTR__CBasePropDoor_00cc4968;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc4e34;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc4ed8;
*(undefined **)(this + 0x154c) = &DAT_00cc4f08;
*(undefined ***)(this + 0x15cc) = &PTR__CBasePropDoor_00cc4f1c;
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x172c));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1714));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16fc));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16e4));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16cc));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16b4));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x169c));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1684));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x166c));
*(undefined4 *)(this + 0x15e8) = 0;
CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x15dc));
*(undefined4 *)(this + 0x15ec) = *(undefined4 *)(this + 0x15dc);
CUtlMemory<CHandle<CBasePropDoor>,int>::Purge
((CUtlMemory<CHandle<CBasePropDoor>,int> *)(this + 0x15dc));
*(undefined ***)(this + 0x15cc) = &PTR__CGameEventListener_00bfb6e8;
*(undefined4 *)(this + 0x15d0) = 0xd;
if (this[0x15d4] != (CBasePropDoor)0x0) {
if (gameeventmanager != (int *)0x0) {
(**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x15cc);
}
this[0x15d4] = (CBasePropDoor)0x0;
}
*(undefined ***)this = &PTR__CDynamicProp_00cc3888;
*(undefined ***)(this + 0x15cc) = &PTR__IGameEventListener2_00bfb610;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc3d04;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc3da8;
*(undefined **)(this + 0x154c) = &DAT_00cc3dd8;
CBoneFollowerManager::~CBoneFollowerManager((CBoneFollowerManager *)(this + 0x15a4));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1568));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1550));
*(undefined ***)(this + 0x154c) = &PTR__IWatcherCallback_00c27270;
*(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.