CSaveRestoreBlockSet::~CSaveRestoreBlockSet
0x004ad030 · 87 bytes · __thiscall
_ZN20CSaveRestoreBlockSetD1Ev
Decompiled
undefined (1 param)
/* CSaveRestoreBlockSet::~CSaveRestoreBlockSet() */
void __thiscall CSaveRestoreBlockSet::~CSaveRestoreBlockSet(CSaveRestoreBlockSet *this)
{
*(undefined ***)this = &PTR_GetBlockName_00c1d128;
*(undefined4 *)(this + 0x4c) = 0;
CUtlMemory<SaveRestoreBlockHeader_t,int>::Purge
((CUtlMemory<SaveRestoreBlockHeader_t,int> *)(this + 0x40));
*(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
CUtlMemory<SaveRestoreBlockHeader_t,int>::Purge
((CUtlMemory<SaveRestoreBlockHeader_t,int> *)(this + 0x40));
*(undefined4 *)(this + 0x30) = 0;
CUtlMemory<ISaveRestoreBlockHandler*,int>::Purge
((CUtlMemory<ISaveRestoreBlockHandler*,int> *)(this + 0x24));
*(undefined4 *)(this + 0x34) = *(undefined4 *)(this + 0x24);
CUtlMemory<ISaveRestoreBlockHandler*,int>::Purge
((CUtlMemory<ISaveRestoreBlockHandler*,int> *)(this + 0x24));
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.