CSheetSimulator::~CSheetSimulator
0x004b0d80 · 162 bytes · __thiscall
_ZN15CSheetSimulatorD2Ev
Decompiled
undefined (1 param)
/* CSheetSimulator::~CSheetSimulator() */
void __thiscall CSheetSimulator::~CSheetSimulator(CSheetSimulator *this)
{
if (*(void **)(this + 0x14) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x14));
if (*(void **)(this + 0x18) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x18));
}
if (*(void **)(this + 0x90) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x90));
}
if (*(void **)(this + 0x94) != (void *)0x0) {
operator_delete__(*(void **)(this + 0x94));
}
}
if (*(void **)(this + 8) != (void *)0x0) {
operator_delete__(*(void **)(this + 8));
}
*(undefined4 *)(this + 0x3c) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x30));
*(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x30));
*(undefined4 *)(this + 0x28) = 0;
CUtlMemory<CSheetSimulator::Spring_t,int>::Purge
((CUtlMemory<CSheetSimulator::Spring_t,int> *)(this + 0x1c));
*(undefined4 *)(this + 0x2c) = *(undefined4 *)(this + 0x1c);
CUtlMemory<CSheetSimulator::Spring_t,int>::Purge
((CUtlMemory<CSheetSimulator::Spring_t,int> *)(this + 0x1c));
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.