CFunctor6<void(*)(Vector_const&,float,int,int,Color,bool),Vector,float,int,int,Color,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor6
0x0028bc40 · 21 bytes · __thiscall
_ZN9CFunctor6IPFvRK6Vectorfii5ColorbES0_fiiS3_b12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED1Ev
Decompiled
undefined (1 param)
/* CFunctor6<void (*)(Vector const&, float, int, int, Color, bool), Vector, float, int, int, Color,
bool, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor6() */
void __thiscall
CFunctor6<void(*)(Vector_const&,float,int,int,Color,bool),Vector,float,int,int,Color,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor6(CFunctor6<void(*)(Vector_const&,float,int,int,Color,bool),Vector,float,int,int,Color,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
*(undefined ***)(this + 8) = &PTR__CRefCountServiceBase_002b41a8;
*(undefined ***)this = &PTR___cxa_pure_virtual_002b4188;
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.