CMultiPlayerAnimState::Release
0x0046db10 · 41 bytes · __thiscall
_ZN21CMultiPlayerAnimState7ReleaseEv
Decompiled
undefined (1 param)
/* CMultiPlayerAnimState::Release() */
void __thiscall CMultiPlayerAnimState::Release(CMultiPlayerAnimState *this)
{
if (this != (CMultiPlayerAnimState *)0x0) {
~CMultiPlayerAnimState(this);
operator_delete(this);
return;
}
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.