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 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.