CClientFrame::~CClientFrame
0x001156a0 · 66 bytes · __thiscall
_ZN12CClientFrameD1Ev
Decompiled
undefined (1 param)
/* CClientFrame::~CClientFrame() */
void __thiscall CClientFrame::~CClientFrame(CClientFrame *this)
{
*(undefined ***)this = &PTR__CClientFrame_002a9e60;
SetSnapshot(this,(CFrameSnapshot *)0x0);
if (*(void **)(this + 0x110) != (void *)0x0) {
operator_delete(*(void **)(this + 0x110));
*(undefined4 *)(this + 0x110) = 0;
}
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.