CIPRateLimit::~CIPRateLimit
0x001f5530 · 58 bytes · __thiscall
_ZN12CIPRateLimitD1Ev
Decompiled
undefined (1 param)
/* CIPRateLimit::~CIPRateLimit() */
void __thiscall CIPRateLimit::~CIPRateLimit(CIPRateLimit *this)
{
CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
::RemoveAll((CUtlRBTree<CIPRateLimit::iprate_s,int,bool(*)(CIPRateLimit::iprate_s_const&,CIPRateLimit::iprate_s_const&),CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>>
*)this);
*(undefined4 *)(this + 0x18) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int> *)(this + 4));
*(undefined4 *)(this + 0x1c) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CIPRateLimit::iprate_s,int>,int> *)(this + 4));
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.