CCommandBuffer::~CCommandBuffer
0x00246210 · 80 bytes · __thiscall
_ZN14CCommandBufferD2Ev
Decompiled
undefined (1 param)
/* CCommandBuffer::~CCommandBuffer() */
void __thiscall CCommandBuffer::~CCommandBuffer(CCommandBuffer *this)
{
int *piVar1;
int *__ptr;
CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
::RemoveAll((CUtlLinkedList<CCommandBuffer::Command_t,int,true,int,CUtlFixedMemory<UtlLinkedListElem_t<CCommandBuffer::Command_t,int>>>
*)(this + 0x2008));
__ptr = *(int **)(this + 0x2008);
if (*(int **)(this + 0x2008) != (int *)0x0) {
do {
piVar1 = (int *)*__ptr;
free(__ptr);
__ptr = piVar1;
} while (piVar1 != (int *)0x0);
*(undefined4 *)(this + 0x2008) = 0;
*(undefined4 *)(this + 0x200c) = 0;
}
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.