L L4D2node

CWeaponSpawn::~CWeaponSpawn

0x008d6420 · 176 bytes · __thiscall

_ZN12CWeaponSpawnD1Ev

Decompiled

undefined (1 param)

/* CWeaponSpawn::~CWeaponSpawn() */

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

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  *(undefined ***)this = &PTR__CWeaponSpawn_00cef268;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cef660;
  iVar1 = DAT_0100486c;
  *(undefined **)(this + 0x1448) = &DAT_00cef690;
  if (iVar1 < 1) {
LAB_008d646c:
    CItem::~CItem((CItem *)this);
    return;
  }
  iVar2 = 0;
  if (this != (CWeaponSpawn *)*TheWeaponSpawns) {
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == iVar1) goto LAB_008d646c;
    } while (this != (CWeaponSpawn *)TheWeaponSpawns[iVar2]);
    if (iVar2 == -1) goto LAB_008d646c;
  }
  iVar3 = (iVar1 - iVar2) + -1;
  if (0 < iVar3) {
    _V_memmove(TheWeaponSpawns + iVar2,TheWeaponSpawns + iVar2 + 1,iVar3 * 4);
    iVar1 = DAT_0100486c;
  }
  DAT_0100486c = iVar1 + -1;
  CItem::~CItem((CItem *)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)