L L4D2node

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 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)