CPropData::~CPropData
0x0049cd50 · 78 bytes · __thiscall
_ZN9CPropDataD0Ev
Decompiled
undefined (1 param)
/* CPropData::~CPropData() */
void __thiscall CPropData::~CPropData(CPropData *this)
{
CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
*this_00;
this_00 = (CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
*)(this + 0x14);
*(undefined ***)this = &PTR_Name_00c1a7c8;
CUtlVector<CPropData::propdata_breakablechunk_t,CUtlMemory<CPropData::propdata_breakablechunk_t,int>>
::RemoveAll(this_00);
CUtlMemory<CPropData::propdata_breakablechunk_t,int>::Purge
((CUtlMemory<CPropData::propdata_breakablechunk_t,int> *)this_00);
*(undefined4 *)(this + 0x24) = *(undefined4 *)(this + 0x14);
CUtlMemory<CPropData::propdata_breakablechunk_t,int>::Purge
((CUtlMemory<CPropData::propdata_breakablechunk_t,int> *)this_00);
*(undefined ***)this = &PTR_Name_00c08de8;
IGameSystem::~IGameSystem((IGameSystem *)this);
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.