CWeaponCSBase::~CWeaponCSBase
0x0043eeb0 · 156 bytes · __thiscall
_ZN13CWeaponCSBaseD2Ev
Decompiled
undefined (1 param)
/* CWeaponCSBase::~CWeaponCSBase() */
void __thiscall CWeaponCSBase::~CWeaponCSBase(CWeaponCSBase *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CWeaponCSBase_00c10768;
if (DAT_00f78ecc < 1) {
LAB_0043eeec:
CBaseCombatWeapon::~CBaseCombatWeapon((CBaseCombatWeapon *)this);
return;
}
iVar1 = 0;
if (this != (CWeaponCSBase *)*TheWeapons) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00f78ecc) goto LAB_0043eeec;
} while (this != (CWeaponCSBase *)TheWeapons[iVar1]);
if (iVar1 == -1) goto LAB_0043eeec;
}
iVar2 = (DAT_00f78ecc - iVar1) + -1;
if (0 < iVar2) {
_V_memmove(TheWeapons + iVar1,TheWeapons + iVar1 + 1,iVar2 * 4);
}
DAT_00f78ecc = DAT_00f78ecc + -1;
CBaseCombatWeapon::~CBaseCombatWeapon((CBaseCombatWeapon *)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.