CGameServer::~CGameServer
0x001ff300 · 107 bytes · __thiscall
_ZN11CGameServerD1Ev
Decompiled
undefined (1 param)
/* CGameServer::~CGameServer() */
void __thiscall CGameServer::~CGameServer(CGameServer *this)
{
*(undefined ***)this = &PTR__CGameServer_002c38e8;
if (*(CPureServerWhitelist **)(this + 0x2d374) != (CPureServerWhitelist *)0x0) {
CPureServerWhitelist::Release(*(CPureServerWhitelist **)(this + 0x2d374));
}
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x254));
*(undefined4 *)(this + 0x234) = 0;
CUtlMemory<CEventInfo*,int>::Purge((CUtlMemory<CEventInfo*,int> *)(this + 0x228));
*(undefined4 *)(this + 0x238) = *(undefined4 *)(this + 0x228);
CUtlMemory<CEventInfo*,int>::Purge((CUtlMemory<CEventInfo*,int> *)(this + 0x228));
CBaseServer::~CBaseServer((CBaseServer *)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.