CSpatialPartition::~CSpatialPartition
0x001de3b0 · 90 bytes · __thiscall
_ZN17CSpatialPartitionD1Ev
Decompiled
undefined (1 param)
/* CSpatialPartition::~CSpatialPartition() */
void __thiscall CSpatialPartition::~CSpatialPartition(CSpatialPartition *this)
{
CSpatialPartition *pCVar1;
*(undefined ***)this = &PTR__CSpatialPartition_002be648;
pCVar1 = this + 0x220;
Shutdown(this);
do {
pCVar1 = pCVar1 + -0xf0;
(*(code *)**(undefined4 **)pCVar1)(pCVar1);
} while (this + 0x40 != pCVar1);
CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
::RemoveAll((CUtlLinkedList<EntityInfo_t,unsigned_short,false,unsigned_short,CUtlMemoryStack<UtlLinkedListElem_t<EntityInfo_t,unsigned_short>,unsigned_short,65535u,1024u,0u>>
*)(this + 4));
CMemoryStack::~CMemoryStack((CMemoryStack *)(this + 4));
*(undefined ***)this = &PTR__ISpatialPartition_002be4c8;
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.