L L4D2node

CWeaponupgradepack_explosiveSpawn::~CWeaponupgradepack_explosiveSpawn

0x008dc2c0 · 57 bytes · __thiscall

_ZN33CWeaponupgradepack_explosiveSpawnD0Ev

Decompiled

undefined (1 param)

/* CWeaponupgradepack_explosiveSpawn::~CWeaponupgradepack_explosiveSpawn() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CWeaponupgradepack_explosiveSpawn_00cf7128;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cf7520;
  *(undefined **)(this + 0x1448) = &DAT_00cf7550;
  CWeaponSpawn::~CWeaponSpawn((CWeaponSpawn *)this);
  CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
  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)