L L4D2node

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 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)