CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor1
0x004a5690 · 21 bytes · __thiscall
_ZN15CMemberFunctor1IP14IPhysicsObjectMS0_FvbEb12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED1Ev
Decompiled
undefined (1 param)
/* CMemberFunctor1<IPhysicsObject*, void (IPhysicsObject::*)(bool), bool, CRefCounted1<CFunctor,
CRefCountServiceBase<true, CRefMT> >, CFuncMemPolicyNone>::~CMemberFunctor1() */
void __thiscall
CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor1(CMemberFunctor1<IPhysicsObject*,void(IPhysicsObject::*)(bool),bool,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.