L L4D2node

CCarProp::~CCarProp

0x007fee30 · 206 bytes · __thiscall

_ZN8CCarPropD0Ev

Decompiled

undefined (1 param)

/* CCarProp::~CCarProp() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CCarProp_00cc7788;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc7c18;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc7cbc;
  *(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc7cec;
  *(undefined ***)(this + 0x1688) = &PTR__CCarProp_00cc7d08;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16dc));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16c4));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x16ac));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1694));
  *(undefined ***)(this + 0x1688) = &PTR__CGameEventListener_00bfb6e8;
  *(undefined4 *)(this + 0x168c) = 0xd;
  if (this[0x1690] != (CCarProp)0x0) {
    if (gameeventmanager != (int *)0x0) {
      (**(code **)(*gameeventmanager + 0x18))(gameeventmanager,this + 0x1688);
    }
    this[0x1690] = (CCarProp)0x0;
  }
  *(undefined ***)(this + 0x1688) = &PTR__IGameEventListener2_00bfb610;
  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)