CPropDoorRotating::~CPropDoorRotating
0x007fb230 · 142 bytes · __thiscall
_ZN17CPropDoorRotatingD1Ev
Decompiled
undefined (1 param)
/* CPropDoorRotating::~CPropDoorRotating() */
void __thiscall CPropDoorRotating::~CPropDoorRotating(CPropDoorRotating *this)
{
uint uVar1;
undefined *puVar2;
uVar1 = *(uint *)(this + 0x17c8);
*(undefined ***)this = &PTR__CPropDoorRotating_00cc4f48;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc5414;
puVar2 = g_pEntityList;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc54b8;
*(undefined **)(this + 0x154c) = &DAT_00cc54e8;
*(undefined ***)(this + 0x15cc) = &PTR__CPropDoorRotating_00cc54fc;
if ((((uVar1 != 0xffffffff) &&
(puVar2 = puVar2 + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
(*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)) {
UTIL_Remove(*(CBaseEntity **)(puVar2 + 4));
CBasePropDoor::~CBasePropDoor((CBasePropDoor *)this);
return;
}
CBasePropDoor::~CBasePropDoor((CBasePropDoor *)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.