GCSDK::CSharedObjectTypeCache::BDestroyObject
0x00071c30 · 165 bytes · __thiscall
_ZN5GCSDK22CSharedObjectTypeCache14BDestroyObjectERKNS_13CSharedObjectE
Decompiled
undefined (2 params)
/* GCSDK::CSharedObjectTypeCache::BDestroyObject(GCSDK::CSharedObject const&) */
undefined4 __thiscall
GCSDK::CSharedObjectTypeCache::BDestroyObject(CSharedObjectTypeCache *this,CSharedObject *param_1)
{
int iVar1;
CSharedObject *this_00;
char cVar2;
int iVar3;
int *piVar4;
int iVar5;
iVar3 = FindSharedObjectIndex(this,param_1);
if ((-1 < iVar3) && (iVar3 < *(int *)(this + 0x10))) {
this_00 = *(CSharedObject **)(*(int *)(this + 4) + iVar3 * 4);
piVar4 = *(int **)(this + 0x18);
if (0 < piVar4[3]) {
iVar5 = 0;
do {
iVar1 = iVar5 * 8;
iVar5 = iVar5 + 1;
CSharedObject::BSendDestroyToSteamID(this_00,(CSteamID *)(*piVar4 + iVar1));
piVar4 = *(int **)(this + 0x18);
} while (iVar5 < piVar4[3]);
}
cVar2 = (**(code **)(*(int *)this_00 + 0x20))(this_00);
if (cVar2 != '\0') {
(**(code **)(*(int *)this_00 + 4))(this_00);
CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>>::ShiftElementsLeft
((CUtlVector<GCSDK::CSharedObject*,CUtlMemory<GCSDK::CSharedObject*,int>> *)
(this + 4),iVar3,1);
*(int *)(this + 0x10) = *(int *)(this + 0x10) + -1;
return 1;
}
}
return 0;
}
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.