CMatchExtL4D::~CMatchExtL4D
0x000357f0 · 131 bytes · __thiscall
_ZN12CMatchExtL4DD1Ev
Decompiled
undefined (1 param)
/* CMatchExtL4D::~CMatchExtL4D() */
void __thiscall CMatchExtL4D::~CMatchExtL4D(CMatchExtL4D *this)
{
*(undefined ***)this = &PTR_GetAllMissions_000b0568;
if (*(int *)(this + 4) != 0) {
KeyValues::deleteThis();
*(undefined4 *)(this + 4) = 0;
}
CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x68));
*(undefined4 *)(this + 0x60) = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x54));
*(undefined4 *)(this + 100) = *(undefined4 *)(this + 0x54);
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x54));
CUtlSymbolTable::~CUtlSymbolTable((CUtlSymbolTable *)(this + 0x1c));
*(undefined4 *)(this + 0x14) = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 8));
*(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(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.