CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor2
0x00200900 · 10 bytes · __thiscall
_ZThn8_N9CFunctor2IPFvbbEbb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED1Ev
Decompiled
undefined (1 param)
/* non-virtual thunk to CFunctor2<void (*)(bool, bool), bool, bool, CRefCounted1<CFunctor,
CRefCountServiceBase<true, CRefMT> > >::~CFunctor2() */
void __thiscall
CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::
~CFunctor2(CFunctor2<void(*)(bool,bool),bool,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
~CFunctor2(this + -8);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.