CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex>::~CDataManager
0x000cf610 · 47 bytes · __thiscall
_ZN12CDataManagerI13CDispCollTreePS0_b16CThreadFastMutexED1Ev
Decompiled
undefined (1 param)
/* CDataManager<CDispCollTree, CDispCollTree*, bool, CThreadFastMutex>::~CDataManager() */
void __thiscall
CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex>::~CDataManager
(CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex> *this)
{
*(undefined ***)this = &PTR_Lock_002a2a28;
if (((byte)this[0x4a] & 2) != 0) {
CDataManagerBase::FlushAll((CDataManagerBase *)this);
this[0x4a] = (CDataManager<CDispCollTree,CDispCollTree*,bool,CThreadFastMutex>)
((byte)this[0x4a] | 1);
}
CDataManagerBase::~CDataManagerBase((CDataManagerBase *)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.