CCallbackImpl<8>::~CCallbackImpl
0x002121f0 · 26 bytes · __thiscall
_ZN13CCallbackImplILi8EED1Ev
Decompiled
undefined (1 param)
/* CCallbackImpl<8>::~CCallbackImpl() */
void __thiscall CCallbackImpl<8>::~CCallbackImpl(CCallbackImpl<8> *this)
{
*(undefined ***)this = &PTR___cxa_pure_virtual_002c5c20;
if (((byte)this[4] & 1) == 0) {
return;
}
SteamAPI_UnregisterCallback();
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.