CBaseServer::~CBaseServer
0x0010c2d0 · 234 bytes · __thiscall
_ZN11CBaseServerD2Ev
Decompiled
undefined (1 param)
/* CBaseServer::~CBaseServer() */
void __thiscall CBaseServer::~CBaseServer(CBaseServer *this)
{
*(undefined ***)this = &PTR__CBaseServer_002a9708;
*(undefined4 *)(this + 0x19c) = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 400));
*(undefined4 *)(this + 0x1a0) = *(undefined4 *)(this + 400);
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)(this + 400));
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x180));
*(undefined4 *)(this + 0x164) = 0;
CUtlMemory<CBaseServer::SplitDisconnect_t,int>::Purge
((CUtlMemory<CBaseServer::SplitDisconnect_t,int> *)(this + 0x158));
*(undefined4 *)(this + 0x168) = *(undefined4 *)(this + 0x158);
CUtlMemory<CBaseServer::SplitDisconnect_t,int>::Purge
((CUtlMemory<CBaseServer::SplitDisconnect_t,int> *)(this + 0x158));
*(undefined4 *)(this + 0x138) = 0;
CUtlMemory<challenge_t,int>::Purge((CUtlMemory<challenge_t,int> *)(this + 300));
*(undefined4 *)(this + 0x13c) = *(undefined4 *)(this + 300);
CUtlMemory<challenge_t,int>::Purge((CUtlMemory<challenge_t,int> *)(this + 300));
*(undefined4 *)(this + 0x120) = 0;
CUtlMemory<CBaseClient*,int>::Purge((CUtlMemory<CBaseClient*,int> *)(this + 0x114));
*(undefined4 *)(this + 0x124) = *(undefined4 *)(this + 0x114);
CUtlMemory<CBaseClient*,int>::Purge((CUtlMemory<CBaseClient*,int> *)(this + 0x114));
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0xec));
*(undefined ***)this = &PTR__IConnectionlessPacketHandler_002a7ed0;
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.