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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.