CJob::~CJob
0x0017ba50 · 71 bytes · __thiscall
_ZN4CJobD0Ev
Decompiled
undefined (1 param)
/* CJob::~CJob() */
void __thiscall CJob::~CJob(CJob *this)
{
*(undefined ***)this = &PTR_AddRef_002b4248;
*(undefined ***)(this + 4) = &PTR__CJob_002b4274;
CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this + 0x44));
pthread_mutex_destroy((pthread_mutex_t *)(this + 0x14));
*(undefined ***)this = &PTR_AddRef_002b4208;
*(undefined ***)(this + 4) = &PTR__CRefCountServiceBase_002b41a8;
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.