L L4D2node

CPropDoorRotatingBreakable::~CPropDoorRotatingBreakable

0x00802a80 · 115 bytes · __thiscall

_ZN26CPropDoorRotatingBreakableD2Ev

Decompiled

undefined (1 param)

/* CPropDoorRotatingBreakable::~CPropDoorRotatingBreakable() */

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

{
  *(undefined ***)this = &PTR__CPropDoorRotatingBreakable_00cc5528;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc59f4;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc5a98;
  *(undefined **)(this + 0x154c) = &DAT_00cc5ac8;
  *(undefined ***)(this + 0x15cc) = &PTR__CPropDoorRotatingBreakable_00cc5adc;
  *(undefined4 *)(this + 0x17e4) = 0;
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x17d8));
  *(undefined4 *)(this + 0x17e8) = *(undefined4 *)(this + 0x17d8);
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x17d8));
  CPropDoorRotating::~CPropDoorRotating((CPropDoorRotating *)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)