CFunctor5<void(*)(Vector_const&,Vector_const&,Vector_const&,Color,IMaterial*),Vector,Vector,Vector,Color,IMaterial*,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor5
0x0028bae0 · 10 bytes · __thiscall
_ZThn8_N9CFunctor5IPFvRK6VectorS2_S2_5ColorP9IMaterialES0_S0_S0_S3_S5_12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED1Ev
Decompiled
undefined (1 param)
/* non-virtual thunk to CFunctor5<void (*)(Vector const&, Vector const&, Vector const&, Color,
IMaterial*), Vector, Vector, Vector, Color, IMaterial*, CRefCounted1<CFunctor,
CRefCountServiceBase<true, CRefMT> > >::~CFunctor5() */
void __thiscall
CFunctor5<void(*)(Vector_const&,Vector_const&,Vector_const&,Color,IMaterial*),Vector,Vector,Vector,Color,IMaterial*,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor5(CFunctor5<void(*)(Vector_const&,Vector_const&,Vector_const&,Color,IMaterial*),Vector,Vector,Vector,Color,IMaterial*,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
~CFunctor5(this + -8);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.