CFrameSnapshot::~CFrameSnapshot
0x001f1bd0 · 223 bytes · __thiscall
_ZN14CFrameSnapshotD1Ev
Decompiled
undefined (1 param)
/* CFrameSnapshot::~CFrameSnapshot() */
void __thiscall CFrameSnapshot::~CFrameSnapshot(CFrameSnapshot *this)
{
void *pvVar1;
void *pvVar2;
int iVar3;
if (*(void **)(this + 0x10) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x10));
}
if (*(void **)(this + 8) != (void *)0x0) {
operator_delete__(*(void **)(this + 8));
}
pvVar2 = *(void **)(this + 0x1c);
if (pvVar2 != (void *)0x0) {
if (0 < *(int *)(this + 0x20)) {
iVar3 = 0;
do {
pvVar1 = *(void **)((int)pvVar2 + iVar3 * 4);
if (pvVar1 != (void *)0x0) {
if (*(void **)((int)pvVar1 + 0x14) != (void *)0x0) {
operator_delete(*(void **)((int)pvVar1 + 0x14));
}
*(undefined ***)((int)pvVar1 + 0x1c) = &PTR__CEngineRecipientFilter_002ae5c8;
*(undefined4 *)((int)pvVar1 + 0x30) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
*(undefined4 *)((int)pvVar1 + 0x34) = *(undefined4 *)((int)pvVar1 + 0x24);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)((int)pvVar1 + 0x24));
*(undefined ***)((int)pvVar1 + 0x1c) = &PTR__IRecipientFilter_002aa388;
operator_delete(pvVar1);
pvVar2 = *(void **)(this + 0x1c);
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(this + 0x20));
if (pvVar2 == (void *)0x0) goto LAB_001f1c79;
}
operator_delete__(pvVar2);
}
LAB_001f1c79:
if (*(void **)(this + 0x18) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x18));
}
*(undefined4 *)(this + 0x30) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x24));
*(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x24));
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.