L L4D2node

CPhysSphere::~CPhysSphere

0x007fedb0 · 48 bytes · __thiscall

_ZN11CPhysSphereD1Ev

Decompiled

undefined (1 param)

/* CPhysSphere::~CPhysSphere() */

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

{
  *(undefined ***)this = &PTR__CPhysSphere_00cc6728;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc6bb4;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc6c58;
  *(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc6c88;
  CPhysicsProp::~CPhysicsProp((CPhysicsProp *)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)