L L4D2node

CWeaponScavengeItemSpawn::~CWeaponScavengeItemSpawn

0x008dbfb0 · 63 bytes · __thiscall

_ZN24CWeaponScavengeItemSpawnD2Ev

Decompiled

undefined (1 param)

/* CWeaponScavengeItemSpawn::~CWeaponScavengeItemSpawn() */

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

{
  *(undefined ***)this = &PTR__CWeaponScavengeItemSpawn_00cf8b88;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cf8f80;
  *(undefined **)(this + 0x1448) = &DAT_00cf8fb0;
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1470));
  CWeaponSpawn::~CWeaponSpawn((CWeaponSpawn *)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)