CGameClient::~CGameClient
0x001e9fb0 · 145 bytes · __thiscall
_ZN11CGameClientD1Ev
Decompiled
undefined (1 param)
/* CGameClient::~CGameClient() */
void __thiscall CGameClient::~CGameClient(CGameClient *this)
{
*(undefined ***)this = &PTR__CGameClient_002bff48;
*(undefined ***)(this + 4) = &PTR__CGameClient_002c0098;
*(undefined ***)(this + 8) = &PTR__CGameClient_002c0158;
*(undefined **)(this + 0x1d704) = &DAT_002c01a4;
*(undefined4 *)(this + 0x1d760) = 0;
CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
*(undefined4 *)(this + 0x1d764) = *(undefined4 *)(this + 0x1d754);
CUtlMemory<SoundInfo_t,int>::Purge((CUtlMemory<SoundInfo_t,int> *)(this + 0x1d754));
*(undefined ***)(this + 0x1d704) = &PTR__CClientFrameManager_002aa3a8;
CClientFrameManager::DeleteClientFrames((CClientFrameManager *)(this + 0x1d704),-1);
CUtlMemoryPool::~CUtlMemoryPool((CUtlMemoryPool *)(this + 0x1d70c));
CBaseClient::~CBaseClient((CBaseClient *)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.