CMatchEventsSubscription::~CMatchEventsSubscription
0x0005cdb0 · 215 bytes · __thiscall
_ZN24CMatchEventsSubscriptionD2Ev
Decompiled
undefined (1 param)
/* CMatchEventsSubscription::~CMatchEventsSubscription() */
void __thiscall CMatchEventsSubscription::~CMatchEventsSubscription(CMatchEventsSubscription *this)
{
*(undefined ***)this = &PTR_Subscribe_000b4c70;
*(undefined4 *)(this + 0x78) = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x6c));
*(undefined4 *)(this + 0x7c) = *(undefined4 *)(this + 0x6c);
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x6c));
*(undefined4 *)(this + 100) = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x58));
*(undefined4 *)(this + 0x68) = *(undefined4 *)(this + 0x58);
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x58));
*(undefined4 *)(this + 0x50) = 0;
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x44));
*(undefined4 *)(this + 0x54) = *(undefined4 *)(this + 0x44);
CUtlMemory<KeyValues*,int>::Purge((CUtlMemory<KeyValues*,int> *)(this + 0x44));
*(undefined4 *)(this + 0x38) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x24) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
*(undefined4 *)(this + 0x28) = *(undefined4 *)(this + 0x18);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x18));
*(undefined4 *)(this + 0x10) = 0;
CUtlMemory<IMatchEventsSink*,int>::Purge((CUtlMemory<IMatchEventsSink*,int> *)(this + 4));
*(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
CUtlMemory<IMatchEventsSink*,int>::Purge((CUtlMemory<IMatchEventsSink*,int> *)(this + 4));
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.