CMemberFunctor0<IPhysicsObject*,void(IPhysicsObject::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>::~CMemberFunctor0
0x004a5750 · 7 bytes · __thiscall
_ZThn8_N15CMemberFunctor0IP14IPhysicsObjectMS0_FvvE12CRefCounted1I8CFunctor20CRefCountServiceBaseILb1E6CRefMTEE18CFuncMemPolicyNoneED0Ev
Decompiled
undefined (1 param)
/* non-virtual thunk to CMemberFunctor0<IPhysicsObject*, void (IPhysicsObject::*)(),
CRefCounted1<CFunctor, CRefCountServiceBase<true, CRefMT> >,
CFuncMemPolicyNone>::~CMemberFunctor0() */
void __thiscall
CMemberFunctor0<IPhysicsObject*,void(IPhysicsObject::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
::~CMemberFunctor0(CMemberFunctor0<IPhysicsObject*,void(IPhysicsObject::*)(),CRefCounted1<CFunctor,CRefCountServiceBase<true,CRefMT>>,CFuncMemPolicyNone>
*this)
{
~CMemberFunctor0(this + -8);
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.