CServerBenchmark::~CServerBenchmark
0x003df260 · 87 bytes · __thiscall
_ZN16CServerBenchmarkD2Ev
Decompiled
undefined (1 param)
/* CServerBenchmark::~CServerBenchmark() */
void __thiscall CServerBenchmark::~CServerBenchmark(CServerBenchmark *this)
{
*(undefined ***)this = &PTR_StartBenchmark_00bf99e8;
*(undefined4 *)(this + 0x4c) = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x40));
*(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)(this + 0x40));
*(undefined4 *)(this + 0x38) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2c))
;
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x2c))
;
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.