L L4D2node

CPropVehicleDriveable::~CPropVehicleDriveable

0x00b32e90 · 174 bytes · __thiscall

_ZN21CPropVehicleDriveableD1Ev

Decompiled

undefined (1 param)

/* CPropVehicleDriveable::~CPropVehicleDriveable() */

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

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x1554);
  *(undefined ***)this = &PTR__CPropVehicleDriveable_00d497a8;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00d49bdc;
  *(undefined ***)(this + 0x154c) = &PTR_GetDriver_00d49c0c;
  *(undefined ***)(this + 0x1550) = &PTR_NPC_CanEnterVehicle_00d49c54;
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x128))(piVar1);
    *(undefined4 *)(this + 0x1554) = 0;
  }
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15d0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15b8));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x15a0));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1588));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1570));
  CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x1558));
  CPropVehicle::~CPropVehicle((CPropVehicle *)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)