CCopyRecipientFilter::~CCopyRecipientFilter
0x004c1660 · 62 bytes · __thiscall
_ZN20CCopyRecipientFilterD1Ev
Decompiled
undefined (1 param)
/* CCopyRecipientFilter::~CCopyRecipientFilter() */
void __thiscall CCopyRecipientFilter::~CCopyRecipientFilter(CCopyRecipientFilter *this)
{
*(undefined ***)this = &PTR__CCopyRecipientFilter_00c1e5c8;
*(undefined4 *)(this + 0x14) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 8));
*(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 8));
*(undefined ***)this = &PTR__IRecipientFilter_00c1e548;
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.