CBaseClientState::~CBaseClientState
0x001061a0 · 161 bytes · __thiscall
_ZN16CBaseClientStateD1Ev
Decompiled
undefined (1 param)
/* CBaseClientState::~CBaseClientState() */
void __thiscall CBaseClientState::~CBaseClientState(CBaseClientState *this)
{
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_00;
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *this_01;
*(undefined ***)this = &PTR__CBaseClientState_002a7f28;
*(undefined ***)(this + 4) = &PTR__CBaseClientState_002a8008;
*(undefined ***)(this + 8) = &PTR__CBaseClientState_002a801c;
if (*(int *)(this + 0x164) != 0) {
KeyValues::deleteThis();
*(undefined4 *)(this + 0x164) = 0;
}
this_01 = (CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)(this + 0x174);
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::RemoveAll(this_01);
CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_01);
*(undefined4 *)(this + 0x184) = *(undefined4 *)(this + 0x174);
this_00 = (CUtlVector<Remote_t,CUtlMemory<Remote_t,int>> *)(this + 0x2c);
CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_01);
CUtlVector<Remote_t,CUtlMemory<Remote_t,int>>::RemoveAll(this_00);
CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_00);
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<Remote_t,int>::Purge((CUtlMemory<Remote_t,int> *)this_00);
*(undefined ***)(this + 8) = &PTR__INetMessageHandler_002a6868;
*(undefined ***)(this + 4) = &PTR__IConnectionlessPacketHandler_002a7ed0;
*(undefined ***)this = &PTR__INetChannelHandler_002a6828;
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.