CTraceListData::~CTraceListData
0x0015d640 · 215 bytes · __thiscall
_ZN14CTraceListDataD0Ev
Decompiled
undefined (1 param)
/* CTraceListData::~CTraceListData() */
void __thiscall CTraceListData::~CTraceListData(CTraceListData *this)
{
*(undefined ***)this = &PTR_EnumElement_002af0e8;
*(undefined ***)(this + 4) = &PTR__CTraceListData_002af108;
*(undefined4 *)(this + 0x520) = 0;
CUtlMemory<collideable_handleentity_t,int>::Purge
((CUtlMemory<collideable_handleentity_t,int> *)(this + 0x310));
*(undefined4 *)(this + 0x524) = *(undefined4 *)(this + 0x310);
CUtlMemory<collideable_handleentity_t,int>::Purge
((CUtlMemory<collideable_handleentity_t,int> *)(this + 0x310));
*(undefined4 *)(this + 0x308) = 0;
CUtlMemory<collideable_handleentity_t,int>::Purge
((CUtlMemory<collideable_handleentity_t,int> *)(this + 0xf8));
*(undefined4 *)(this + 0x30c) = *(undefined4 *)(this + 0xf8);
CUtlMemory<collideable_handleentity_t,int>::Purge
((CUtlMemory<collideable_handleentity_t,int> *)(this + 0xf8));
*(undefined4 *)(this + 0xf0) = 0;
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xa0));
*(undefined4 *)(this + 0xf4) = *(undefined4 *)(this + 0xa0);
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 0xa0));
*(undefined4 *)(this + 0x98) = 0;
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 8));
*(undefined4 *)(this + 0x9c) = *(undefined4 *)(this + 8);
CUtlMemory<unsigned_short,int>::Purge((CUtlMemory<unsigned_short,int> *)(this + 8));
*(undefined ***)(this + 4) = &PTR__ITraceListData_002aef48;
operator_delete(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.