CBlackBox::~CBlackBox
0x00113950 · 179 bytes · __thiscall
_ZN9CBlackBoxD2Ev
Decompiled
undefined (1 param)
/* CBlackBox::~CBlackBox() */
void __thiscall CBlackBox::~CBlackBox(CBlackBox *this)
{
void *pvVar1;
int iVar2;
CUtlMemory<CBlackBoxRecord*,int> *this_00;
int local_20;
CUtlMemory<CBlackBoxRecord*,int> *pCVar3;
local_20 = 0;
*(undefined ***)this = &PTR_Record_002a9aa8;
pCVar3 = (CUtlMemory<CBlackBoxRecord*,int> *)(this + 4);
do {
iVar2 = 0;
if (0 < *(int *)(pCVar3 + 0xc)) {
do {
pvVar1 = *(void **)(*(int *)pCVar3 + iVar2 * 4);
if (pvVar1 != (void *)0x0) {
if (*(void **)((int)pvVar1 + 8) != (void *)0x0) {
operator_delete(*(void **)((int)pvVar1 + 8));
}
operator_delete(pvVar1);
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(pCVar3 + 0xc));
}
*(undefined4 *)(pCVar3 + 0xc) = 0;
CUtlMemory<CBlackBoxRecord*,int>::Purge(pCVar3);
local_20 = local_20 + 1;
*(undefined4 *)(pCVar3 + 0x10) = *(undefined4 *)pCVar3;
pCVar3 = pCVar3 + 0x14;
} while (local_20 != 3);
pCVar3 = (CUtlMemory<CBlackBoxRecord*,int> *)(this + 0x40);
do {
this_00 = pCVar3 + -0x14;
*(undefined4 *)(pCVar3 + -8) = 0;
CUtlMemory<CBlackBoxRecord*,int>::Purge(this_00);
*(undefined4 *)(pCVar3 + -4) = *(undefined4 *)this_00;
CUtlMemory<CBlackBoxRecord*,int>::Purge(this_00);
pCVar3 = this_00;
} while ((CUtlMemory<CBlackBoxRecord*,int> *)(this + 4) != this_00);
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.