CMultiplayRules::~CMultiplayRules
0x0043a7c0 · 105 bytes · __thiscall
_ZN15CMultiplayRulesD0Ev
Decompiled
undefined (1 param)
/* CMultiplayRules::~CMultiplayRules() */
void __thiscall CMultiplayRules::~CMultiplayRules(CMultiplayRules *this)
{
CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
*this_00;
CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
*this_01;
this_00 = (CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
*)(this + 0x24);
*(undefined ***)this = &PTR_Name_00c17028;
CUtlVector<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>>
::RemoveAll(this_00);
CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>::Purge
((CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>
*)this_00);
*(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
this_01 = (CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>
*)(this + 0xc);
CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>::Purge
((CUtlMemory<CUtlVector<VoiceCommandMenuItem_t,CUtlMemory<VoiceCommandMenuItem_t,int>>,int>
*)this_00);
CUtlVector<CMultiplayRules::ResponseRules_t,CUtlMemory<CMultiplayRules::ResponseRules_t,int>>::
RemoveAll(this_01);
CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
((CUtlMemory<CMultiplayRules::ResponseRules_t,int> *)this_01);
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(this + 0xc);
CUtlMemory<CMultiplayRules::ResponseRules_t,int>::Purge
((CUtlMemory<CMultiplayRules::ResponseRules_t,int> *)this_01);
CGameRules::~CGameRules((CGameRules *)this);
free(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.