L L4D2node

CPropVehicle::~CPropVehicle

0x00b329c0 · 59 bytes · __thiscall

_ZN12CPropVehicleD2Ev

Decompiled

undefined (1 param)

/* CPropVehicle::~CPropVehicle() */

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

{
  *(undefined ***)this = &PTR__CPropVehicle_00d493a8;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00d4976c;
  CFourWheelVehiclePhysics::~CFourWheelVehiclePhysics((CFourWheelVehiclePhysics *)(this + 0x13f8));
  *(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)