GCSDK::CGCMsg<GCSDK::SOMsgType_t>::~CGCMsg
0x0005eef0 · 42 bytes · __thiscall
_ZN5GCSDK6CGCMsgINS_11SOMsgType_tEED0Ev
Decompiled
undefined (1 param)
/* GCSDK::CGCMsg<GCSDK::SOMsgType_t>::~CGCMsg() */
void __thiscall GCSDK::CGCMsg<GCSDK::SOMsgType_t>::~CGCMsg(CGCMsg<GCSDK::SOMsgType_t> *this)
{
CMsgBase_t<GCSDK::GCMsgHdrEx_t> *in_stack_fffffff4;
*(undefined ***)this = &PTR__CMsgBase_t_000b51f8;
if (this[0x18] != (CGCMsg<GCSDK::SOMsgType_t>)0x0) {
CMsgBase_t<GCSDK::GCMsgHdrEx_t>::~CMsgBase_t(in_stack_fffffff4);
}
operator_delete(this);
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.