CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor0
0x004a5630 · 21 bytes · __thiscall
_ZN15CMemberFunctor0IP23IPhysicsConstraintGroupMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED2Ev
Decompiled
undefined (1 param)
/* CMemberFunctor0<IPhysicsConstraintGroup*, void (IPhysicsConstraintGroup::*)(),
CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
CFuncMemPolicyNone>::~CMemberFunctor0() */
void __thiscall
CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor0(CMemberFunctor0<IPhysicsConstraintGroup*,void(IPhysicsConstraintGroup::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
*this)
{
*(undefined ***)(this + 8) = &PTR__CRefCountServiceBase_00c1ae98;
*(undefined ***)this = &PTR___cxa_pure_virtual_00c1ae78;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.