CQueuedPacketSender::~CQueuedPacketSender
0x001cabc0 · 121 bytes · __thiscall
_ZN19CQueuedPacketSenderD1Ev
Decompiled
undefined (1 param)
/* CQueuedPacketSender::~CQueuedPacketSender() */
void __thiscall CQueuedPacketSender::~CQueuedPacketSender(CQueuedPacketSender *this)
{
*(undefined ***)this = &PTR__CQueuedPacketSender_002bd448;
*(undefined ***)(this + 0xb0) = &PTR_Setup_002bd484;
Shutdown(this);
CThreadSyncObject::~CThreadSyncObject((CThreadSyncObject *)(this + 0xf0));
pthread_mutex_destroy((pthread_mutex_t *)(this + 0xcc));
*(undefined4 *)(this + 0xc0) = 0;
CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>::Purge
((CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int> *)(this + 0xb4));
*(undefined4 *)(this + 0xc4) = *(undefined4 *)(this + 0xb4);
CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int>::Purge
((CUtlMemory<CQueuedPacketSender::CQueuedPacket*,int> *)(this + 0xb4));
CThread::~CThread((CThread *)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.