PackedEntity::~PackedEntity
0x001d6280 · 92 bytes · __thiscall
_ZN12PackedEntityD1Ev
Decompiled
undefined (1 param)
/* PackedEntity::~PackedEntity() */
void __thiscall PackedEntity::~PackedEntity(PackedEntity *this)
{
undefined4 *puVar1;
if (*(void **)(this + 0x24) != (void *)0x0) {
free(*(void **)(this + 0x24));
*(undefined4 *)(this + 0x24) = 0;
}
puVar1 = *(undefined4 **)(this + 0x2c);
if (puVar1 != (undefined4 *)0x0) {
(**(code **)*puVar1)(puVar1);
*(undefined4 *)(this + 0x2c) = 0;
}
*(undefined4 *)(this + 0x1c) = 0;
CUtlMemory<CSendProxyRecipients,int>::Purge((CUtlMemory<CSendProxyRecipients,int> *)(this + 0x10))
;
*(undefined4 *)(this + 0x20) = *(undefined4 *)(this + 0x10);
CUtlMemory<CSendProxyRecipients,int>::Purge((CUtlMemory<CSendProxyRecipients,int> *)(this + 0x10))
;
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.