CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>::~CFunctor3
0x0028bfa0 · 7 bytes · __thiscall
_ZThn8_N9CFunctor3IPFvRK11matrix3x4_tfbES0_fb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEEED0Ev
Decompiled
undefined (1 param)
/* non-virtual thunk to CFunctor3<void (*)(matrix3x4_t const&, float, bool), matrix3x4_t, float,
bool, CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> > >::~CFunctor3() */
void __thiscall
CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
::~CFunctor3(CFunctor3<void(*)(matrix3x4_t_const&,float,bool),matrix3x4_t,float,bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>>
*this)
{
~CFunctor3(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.