MsgData::~MsgData
0x0022cf50 · 60 bytes · __thiscall
_ZN7MsgDataD2Ev
Decompiled
undefined (1 param)
/* MsgData::~MsgData() */
void __thiscall MsgData::~MsgData(MsgData *this)
{
*(undefined ***)(this + 0x2b0) = &PTR__SVC_UserMessage_002a1be8;
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(this + 0x340));
*(undefined ***)(this + 0x2b0) = &PTR__INetMessage_002a1188;
*(undefined ***)(this + 0x21c) = &PTR__INetMessage_002a1188;
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.