GCSDK::CMessageList::~CMessageList
0x00071010 · 131 bytes · __thiscall
_ZN5GCSDK12CMessageListD1Ev
Decompiled
undefined (1 param)
/* GCSDK::CMessageList::~CMessageList() */
void __thiscall GCSDK::CMessageList::~CMessageList(CMessageList *this)
{
void *__ptr;
int iVar1;
iVar1 = 0;
if (0 < *(int *)(this + 0xc)) {
do {
__ptr = *(void **)(*(int *)this + iVar1 * 4);
if (__ptr != (void *)0x0) {
free(__ptr);
*(undefined4 *)(*(int *)this + iVar1 * 4) = 0;
}
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0xc));
}
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x20) = 0;
CUtlMemory<GCSDK::MsgInfo_t,int>::Purge((CUtlMemory<GCSDK::MsgInfo_t,int> *)(this + 0x14));
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
CUtlMemory<GCSDK::MsgInfo_t,int>::Purge((CUtlMemory<GCSDK::MsgInfo_t,int> *)(this + 0x14));
*(undefined4 *)(this + 0xc) = 0;
CUtlMemory<short*,int>::Purge((CUtlMemory<short*,int> *)this);
*(undefined4 *)(this + 0x10) = *(undefined4 *)this;
CUtlMemory<short*,int>::Purge((CUtlMemory<short*,int> *)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.