CXboxSystem::~CXboxSystem
0x0023fe70 · 111 bytes · __thiscall
_ZN11CXboxSystemD1Ev
Decompiled
undefined (1 param)
/* CXboxSystem::~CXboxSystem() */
void __thiscall CXboxSystem::~CXboxSystem(CXboxSystem *this)
{
int *piVar1;
void *pvVar2;
void *pvVar3;
int iVar4;
bool bVar5;
pvVar3 = g_pAsyncResultHead;
bVar5 = g_pAsyncResultHead != (void *)0x0;
*(undefined ***)this = &PTR_CreateAsyncHandle_002cb028;
pvVar2 = pvVar3;
if (bVar5) {
do {
piVar1 = (int *)((int)pvVar2 + 8);
pvVar2 = (void *)*piVar1;
} while ((void *)*piVar1 != (void *)0x0);
iVar4 = 0;
do {
g_pAsyncResultHead = *(void **)((int)pvVar3 + 8);
iVar4 = iVar4 + 1;
free(*(void **)((int)pvVar3 + 4));
operator_delete(pvVar3);
pvVar3 = g_pAsyncResultHead;
} while (g_pAsyncResultHead != (void *)0x0);
Warning("Released %d async handles\n",iVar4);
}
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.