CRConServer::~CRConServer
0x0020b870 · 78 bytes · __thiscall
_ZN11CRConServerD2Ev
Decompiled
undefined (1 param)
/* CRConServer::~CRConServer() */
void __thiscall CRConServer::~CRConServer(CRConServer *this)
{
CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>> *this_00;
*(undefined ***)this = &PTR_ShouldAcceptSocket_002c4fd8;
this_00 = (CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>> *)
(this + 0x2c);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x40));
CUtlVector<CRConServer::FailedRCon_t,CUtlMemory<CRConServer::FailedRCon_t,int>>::RemoveAll
(this_00);
CUtlMemory<CRConServer::FailedRCon_t,int>::Purge
((CUtlMemory<CRConServer::FailedRCon_t,int> *)this_00);
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<CRConServer::FailedRCon_t,int>::Purge
((CUtlMemory<CRConServer::FailedRCon_t,int> *)this_00);
CSocketCreator::~CSocketCreator((CSocketCreator *)(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.