CChangeFrameList::Release
0x00114470 · 20 bytes · __thiscall
_ZN16CChangeFrameList7ReleaseEv
Decompiled
undefined (1 param)
/* CChangeFrameList::Release() */
void __thiscall CChangeFrameList::Release(CChangeFrameList *this)
{
if (this != (CChangeFrameList *)0x0) {
/* WARNING: Could not recover jumptable at 0x00114480. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x18))();
return;
}
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.