L L4D2node

CWeaponpipe_bombSpawn::~CWeaponpipe_bombSpawn

0x008dc720 · 57 bytes · __thiscall

_ZN21CWeaponpipe_bombSpawnD0Ev

Decompiled

undefined (1 param)

/* CWeaponpipe_bombSpawn::~CWeaponpipe_bombSpawn() */

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

{
  void *in_stack_00000008;
  
  *(undefined ***)this = &PTR__CWeaponpipe_bombSpawn_00cf4568;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cf4960;
  *(undefined **)(this + 0x1448) = &DAT_00cf4990;
  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)