CClientState::~CClientState
0x001162a0 · 207 bytes · __thiscall
_ZN12CClientStateD1Ev
Decompiled
undefined (1 param)
/* CClientState::~CClientState() */
void __thiscall CClientState::~CClientState(CClientState *this)
{
int *piVar1;
int *__ptr;
*(undefined ***)this = &PTR__CClientState_002aa3c8;
*(undefined ***)(this + 4) = &PTR__CClientState_002aa4d4;
*(undefined ***)(this + 8) = &PTR__CClientState_002aa4e8;
*(undefined **)(this + 0x49dc) = &DAT_002aa570;
CUtlLinkedList<CEventInfo,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CEventInfo,int>>>::
RemoveAll((CUtlLinkedList<CEventInfo,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CEventInfo,int>>>
*)(this + 0x4af8));
__ptr = *(int **)(this + 0x4af8);
if (*(int **)(this + 0x4af8) != (int *)0x0) {
do {
piVar1 = (int *)*__ptr;
free(__ptr);
__ptr = piVar1;
} while (piVar1 != (int *)0x0);
*(undefined4 *)(this + 0x4af8) = 0;
*(undefined4 *)(this + 0x4afc) = 0;
}
*(undefined4 *)(this + 0x4aa0) = 0;
CUtlMemory<AddAngle,int>::Purge((CUtlMemory<AddAngle,int> *)(this + 0x4a94));
*(undefined4 *)(this + 0x4aa4) = *(undefined4 *)(this + 0x4a94);
CUtlMemory<AddAngle,int>::Purge((CUtlMemory<AddAngle,int> *)(this + 0x4a94));
*(undefined ***)(this + 0x49dc) = &PTR__CClientFrameManager_002aa3a8;
CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x49dc),-1);
CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x49e4));
CBaseClientState::~CBaseClientState((CBaseClientState *)this);
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.