CLC_SplitPlayerConnect::~CLC_SplitPlayerConnect
0x000ba430 · 62 bytes · __thiscall
_ZN22CLC_SplitPlayerConnectD2Ev
Decompiled
undefined (1 param)
/* CLC_SplitPlayerConnect::~CLC_SplitPlayerConnect() */
void __thiscall CLC_SplitPlayerConnect::~CLC_SplitPlayerConnect(CLC_SplitPlayerConnect *this)
{
*(undefined ***)this = &PTR__CLC_SplitPlayerConnect_002a15e8;
*(undefined4 *)(this + 0x58) = 0;
CUtlMemory<NetMessageCvar_t,int>::Purge((CUtlMemory<NetMessageCvar_t,int> *)(this + 0x4c));
*(undefined4 *)(this + 0x5c) = *(undefined4 *)(this + 0x4c);
CUtlMemory<NetMessageCvar_t,int>::Purge((CUtlMemory<NetMessageCvar_t,int> *)(this + 0x4c));
*(undefined ***)this = &PTR__INetMessage_002a1188;
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.