SendQueue_t::~SendQueue_t
0x001c92b0 · 192 bytes · __thiscall
_ZN11SendQueue_tD1Ev
Decompiled
undefined (1 param)
/* SendQueue_t::~SendQueue_t() */
void __thiscall SendQueue_t::~SendQueue_t(SendQueue_t *this)
{
ushort uVar1;
ushort uVar2;
int iVar3;
if (*(short *)(this + 0x1a) != -1) {
uVar1 = *(ushort *)(this + 0x10);
if (uVar1 != 0xffff) {
while( true ) {
iVar3 = (uint)uVar1 * 0x7c + *(int *)(this + 4);
uVar2 = *(ushort *)(iVar3 + 0x7a);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar3 + 0x40));
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(iVar3 + 8));
*(ushort *)(iVar3 + 0x78) = uVar1;
if (uVar2 == 0xffff) break;
*(ushort *)(iVar3 + 0x7a) = uVar2;
uVar1 = uVar2;
}
*(undefined2 *)(iVar3 + 0x7a) = *(undefined2 *)(this + 0x14);
if (*(short *)(this + 0x10) != -1) {
*(short *)(this + 0x14) = *(short *)(this + 0x10);
}
}
*(undefined2 *)(this + 0x10) = 0xffff;
*(undefined2 *)(this + 0x12) = 0xffff;
*(undefined2 *)(this + 0x16) = 0;
}
if (-1 < *(int *)(this + 0xc)) {
if (*(void **)(this + 4) != (void *)0x0) {
free(*(void **)(this + 4));
*(undefined4 *)(this + 4) = 0;
}
*(undefined4 *)(this + 8) = 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.