CFuncElevator::~CFuncElevator
0x0044df70 · 225 bytes · __thiscall
_ZN13CFuncElevatorD2Ev
Decompiled
undefined (1 param)
/* CFuncElevator::~CFuncElevator() */
void __thiscall CFuncElevator::~CFuncElevator(CFuncElevator *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CFuncElevator_00c8d8a8;
if (0 < DAT_00f7a148) {
iVar1 = 0;
if (this != (CFuncElevator *)*s_Elevators) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00f7a148) goto LAB_0044dfac;
} while (this != (CFuncElevator *)s_Elevators[iVar1]);
if (iVar1 == -1) goto LAB_0044dfac;
}
iVar2 = (DAT_00f7a148 - iVar1) + -1;
if (iVar2 < 1) {
DAT_00f7a148 = DAT_00f7a148 + -1;
}
else {
_V_memmove(s_Elevators + iVar1,s_Elevators + iVar1 + 1,iVar2 * 4);
DAT_00f7a148 = DAT_00f7a148 + -1;
}
}
LAB_0044dfac:
*(undefined4 *)(this + 0x54c) = 0;
CUtlMemory<FloorInfo,int>::Purge((CUtlMemory<FloorInfo,int> *)(this + 0x540));
*(undefined4 *)(this + 0x550) = *(undefined4 *)(this + 0x540);
CUtlMemory<FloorInfo,int>::Purge((CUtlMemory<FloorInfo,int> *)(this + 0x540));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x528));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x510));
*(undefined ***)this = &PTR__CBaseToggle_00cd3f88;
CBaseEntity::~CBaseEntity((CBaseEntity *)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.