CWordTag::~CWordTag
0x000de970 · 163 bytes · __thiscall
_ZN8CWordTagD1Ev
Decompiled
undefined (1 param)
/* CWordTag::~CWordTag() */
void __thiscall CWordTag::~CWordTag(CWordTag *this)
{
void *pvVar1;
int iVar2;
if (*(void **)(this + 0x28) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x28));
}
iVar2 = *(int *)(this + 0x14);
do {
if (iVar2 < 1) {
LAB_000de9c5:
*(undefined4 *)(this + 0x14) = 0;
CUtlMemory<CPhonemeTag*,int>::Purge((CUtlMemory<CPhonemeTag*,int> *)(this + 8));
*(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
CUtlMemory<CPhonemeTag*,int>::Purge((CUtlMemory<CPhonemeTag*,int> *)(this + 8));
return;
}
pvVar1 = (void *)**(undefined4 **)(this + 8);
if (pvVar1 != (void *)0x0) {
if (*(void **)((int)pvVar1 + 0x14) != (void *)0x0) {
operator_delete__(*(void **)((int)pvVar1 + 0x14));
}
operator_delete(pvVar1);
}
iVar2 = *(int *)(this + 0x14) + -1;
if (iVar2 < 1) {
*(int *)(this + 0x14) = iVar2;
goto LAB_000de9c5;
}
_V_memmove(*(void **)(this + 8),(void *)((int)*(void **)(this + 8) + 4),iVar2 * 4);
iVar2 = *(int *)(this + 0x14) + -1;
*(int *)(this + 0x14) = iVar2;
} while( true );
}
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.