IceKey::~IceKey
0x00270a70 · 100 bytes · __thiscall
_ZN6IceKeyD1Ev
Decompiled
undefined (1 param)
/* IceKey::~IceKey() */
void __thiscall IceKey::~IceKey(IceKey *this)
{
int iVar1;
int iVar2;
iVar1 = 0;
iVar2 = 0;
if (0 < *(int *)(this + 4)) {
do {
iVar2 = iVar2 + 1;
*(undefined4 *)(*(int *)(this + 8) + iVar1) = 0;
*(undefined4 *)(*(int *)(this + 8) + 4 + iVar1) = 0;
*(undefined4 *)(*(int *)(this + 8) + 8 + iVar1) = 0;
iVar1 = iVar1 + 0xc;
} while (iVar2 < *(int *)(this + 4));
}
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
if (*(void **)(this + 8) == (void *)0x0) {
return;
}
operator_delete__(*(void **)(this + 8));
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.