CFuncLadder::~CFuncLadder
0x004507e0 · 219 bytes · __thiscall
_ZN11CFuncLadderD1Ev
Decompiled
undefined (1 param)
/* CFuncLadder::~CFuncLadder() */
void __thiscall CFuncLadder::~CFuncLadder(CFuncLadder *this)
{
int iVar1;
int iVar2;
*(undefined ***)this = &PTR__CFuncLadder_00c12d68;
if (0 < DAT_00f7a1e0) {
iVar1 = 0;
if (this != (CFuncLadder *)*s_Ladders) {
do {
iVar1 = iVar1 + 1;
if (iVar1 == DAT_00f7a1e0) goto LAB_0045081c;
} while (this != (CFuncLadder *)s_Ladders[iVar1]);
if (iVar1 == -1) goto LAB_0045081c;
}
iVar2 = (DAT_00f7a1e0 - iVar1) + -1;
if (iVar2 < 1) {
DAT_00f7a1e0 = DAT_00f7a1e0 + -1;
}
else {
_V_memmove(s_Ladders + iVar1,s_Ladders + iVar1 + 1,iVar2 * 4);
DAT_00f7a1e0 = DAT_00f7a1e0 + -1;
}
}
LAB_0045081c:
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x498));
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x480));
*(undefined4 *)(this + 0x458) = 0;
CUtlMemory<CHandle<CInfoLadderDismount>,int>::Purge
((CUtlMemory<CHandle<CInfoLadderDismount>,int> *)(this + 0x44c));
*(undefined4 *)(this + 0x45c) = *(undefined4 *)(this + 0x44c);
CUtlMemory<CHandle<CInfoLadderDismount>,int>::Purge
((CUtlMemory<CHandle<CInfoLadderDismount>,int> *)(this + 0x44c));
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.