CDownloadListGenerator::~CDownloadListGenerator
0x00140aa0 · 110 bytes · __thiscall
_ZN22CDownloadListGeneratorD2Ev
Decompiled
undefined (1 param)
/* CDownloadListGenerator::~CDownloadListGenerator() */
void __thiscall CDownloadListGenerator::~CDownloadListGenerator(CDownloadListGenerator *this)
{
*(undefined4 *)(this + 0x1a0) = 0;
CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x194));
*(undefined4 *)(this + 0x1a4) = *(undefined4 *)(this + 0x194);
CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x194));
*(undefined4 *)(this + 0x18c) = 0;
CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x180));
*(undefined4 *)(this + 400) = *(undefined4 *)(this + 0x180);
CUtlMemory<CDownloadListGenerator::WhiteListFileData,int>::Purge
((CUtlMemory<CDownloadListGenerator::WhiteListFileData,int> *)(this + 0x180));
CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x144));
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.