CEntityDataInstantiator<StepSimulationData>::~CEntityDataInstantiator
0x0047ca40 · 136 bytes · __thiscall
_ZN23CEntityDataInstantiatorI18StepSimulationDataED0Ev
Decompiled
undefined (1 param)
/* CEntityDataInstantiator<StepSimulationData>::~CEntityDataInstantiator() */
void __thiscall
CEntityDataInstantiator<StepSimulationData>::~CEntityDataInstantiator
(CEntityDataInstantiator<StepSimulationData> *this)
{
CUtlVector<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>>
*this_00;
int iVar1;
CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int> *this_01;
int iVar2;
int iVar3;
iVar3 = 0;
*(undefined ***)this = &PTR__CEntityDataInstantiator_00c18598;
iVar1 = *(int *)(this + 0x10);
if (0 < iVar1) {
iVar2 = 0;
do {
iVar3 = iVar3 + 1;
this_01 = (CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int> *)
(*(int *)(this + 4) + iVar2);
iVar2 = iVar2 + 0x14;
*(undefined4 *)(this_01 + 0xc) = 0;
CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>::Purge(this_01);
*(undefined4 *)(this_01 + 0x10) = *(undefined4 *)this_01;
} while (iVar3 != iVar1);
}
this_00 = (CUtlVector<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>>
*)(this + 4);
CUtlVector<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>>
::RemoveAll(this_00);
CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>
::Purge((CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>
*)this_00);
*(undefined4 *)(this + 0x14) = *(undefined4 *)(this + 4);
CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>
::Purge((CUtlMemory<CUtlVector<CEntityDataInstantiator<StepSimulationData>::HashEntry,CUtlMemory<CEntityDataInstantiator<StepSimulationData>::HashEntry,int>>,int>
*)this_00);
*(undefined ***)this = &PTR__IEntityDataInstantiator_00c184d8;
operator_delete(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.