L L4D2node

CPhysicsPropRespawnable::~CPhysicsPropRespawnable

0x007fed60 · 67 bytes · __thiscall

_ZN23CPhysicsPropRespawnableD0Ev

Decompiled

undefined (1 param)

/* CPhysicsPropRespawnable::~CPhysicsPropRespawnable() */

void __thiscall CPhysicsPropRespawnable::~CPhysicsPropRespawnable(CPhysicsPropRespawnable *this)

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CPhysicsPropRespawnable_00cc71e8;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc7674;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc7718;
  *(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc7748;
  CPhysicsProp::~CPhysicsProp((CPhysicsProp *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)