CBaseClient::~CBaseClient
0x000fb2f0 · 144 bytes · __thiscall
_ZN11CBaseClientD1Ev
Decompiled
undefined (1 param)
/* CBaseClient::~CBaseClient() */
void __thiscall CBaseClient::~CBaseClient(CBaseClient *this)
{
*(undefined ***)this = &PTR__CBaseClient_002a69e8;
*(undefined ***)(this + 4) = &PTR__CBaseClient_002a6b08;
*(undefined ***)(this + 8) = &PTR__CBaseClient_002a6bc8;
(**(code **)(s_GameEventManager + 0x18))(&s_GameEventManager,this);
*(undefined4 *)(this + 0xc) = 0xd;
*(undefined4 *)(this + 0x1d6fc) = 0;
CUtlMemory<Spike_t,int>::Purge((CUtlMemory<Spike_t,int> *)(this + 0x1d6f0));
*(undefined4 *)(this + 0x1d700) = *(undefined4 *)(this + 0x1d6f0);
CUtlMemory<Spike_t,int>::Purge((CUtlMemory<Spike_t,int> *)(this + 0x1d6f0));
if (*(CFrameSnapshot **)(this + 0xfc) != (CFrameSnapshot *)0x0) {
CFrameSnapshot::ReleaseReference(*(CFrameSnapshot **)(this + 0xfc));
}
*(undefined ***)(this + 8) = &PTR__INetMessageHandler_002a6868;
*(undefined ***)(this + 4) = &PTR__INetChannelHandler_002a6828;
*(undefined ***)this = &PTR__IGameEventListener2_002a68f8;
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.