CSentence::~CSentence
0x000e0990 · 135 bytes · __thiscall
_ZN9CSentenceD1Ev
Decompiled
undefined (1 param)
/* CSentence::~CSentence() */
void __thiscall CSentence::~CSentence(CSentence *this)
{
Reset(this);
if (*(void **)this != (void *)0x0) {
operator_delete__(*(void **)this);
}
*(undefined4 *)(this + 0x3c) = 0;
CUtlMemory<CEmphasisSample,int>::Purge((CUtlMemory<CEmphasisSample,int> *)(this + 0x30));
*(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
CUtlMemory<CEmphasisSample,int>::Purge((CUtlMemory<CEmphasisSample,int> *)(this + 0x30));
*(undefined4 *)(this + 0x24) = 0;
CUtlMemory<CBasePhonemeTag*,int>::Purge((CUtlMemory<CBasePhonemeTag*,int> *)(this + 0x18));
*(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
CUtlMemory<CBasePhonemeTag*,int>::Purge((CUtlMemory<CBasePhonemeTag*,int> *)(this + 0x18));
*(undefined4 *)(this + 0x10) = 0;
CUtlMemory<CWordTag*,int>::Purge((CUtlMemory<CWordTag*,int> *)(this + 4));
*(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
CUtlMemory<CWordTag*,int>::Purge((CUtlMemory<CWordTag*,int> *)(this + 4));
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.