SVC_ClassInfo::~SVC_ClassInfo
0x000ba6e0 · 69 bytes · __thiscall
_ZN13SVC_ClassInfoD0Ev
Decompiled
undefined (1 param)
/* SVC_ClassInfo::~SVC_ClassInfo() */
void __thiscall SVC_ClassInfo::~SVC_ClassInfo(SVC_ClassInfo *this)
{
*(undefined ***)this = &PTR__SVC_ClassInfo_002a1ee8;
*(undefined4 *)(this + 0x5c) = 0;
CUtlMemory<SVC_ClassInfo::class_s,int>::Purge
((CUtlMemory<SVC_ClassInfo::class_s,int> *)(this + 0x50));
*(undefined4 *)(this + 0x60) = *(undefined4 *)(this + 0x50);
CUtlMemory<SVC_ClassInfo::class_s,int>::Purge
((CUtlMemory<SVC_ClassInfo::class_s,int> *)(this + 0x50));
*(undefined ***)this = &PTR__INetMessage_002a1188;
free(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.