CEnvDetailController::~CEnvDetailController
0x0044acd0 · 57 bytes · __thiscall
_ZN20CEnvDetailControllerD0Ev
Decompiled
undefined (1 param)
/* CEnvDetailController::~CEnvDetailController() */
void __thiscall CEnvDetailController::~CEnvDetailController(CEnvDetailController *this)
{
bool bVar1;
void *in_stack_00000008;
bVar1 = this == s_detailController;
*(undefined ***)this = &PTR__CEnvDetailController_00c11e88;
if (bVar1) {
s_detailController = (CEnvDetailController *)0x0;
}
CBaseEntity::~CBaseEntity((CBaseEntity *)this);
CBaseEntity::operator_delete((CBaseEntity *)this,in_stack_00000008);
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.