CPhysics2Prop::~CPhysics2Prop
0x00802ec0 · 80 bytes · __thiscall
_ZN13CPhysics2PropD2Ev
Decompiled
undefined (1 param)
/* CPhysics2Prop::~CPhysics2Prop() */
void __thiscall CPhysics2Prop::~CPhysics2Prop(CPhysics2Prop *this)
{
*(undefined ***)this = &PTR__CPhysics2Prop_00cc84e8;
(**(code **)(**(int **)(this + 0x13f4) + 0xc))(*(int **)(this + 0x13f4),0);
(**(code **)(*g_pPhys2World + 8))(g_pPhys2World,*(undefined4 *)(this + 0x13f4));
*(undefined ***)this = &PTR__CBaseProp_00cc2be8;
CBaseAnimating::~CBaseAnimating((CBaseAnimating *)this);
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.