CTerrorGameMovement::~CTerrorGameMovement
0x00501f60 · 125 bytes · __thiscall
_ZN19CTerrorGameMovementD2Ev
Decompiled
undefined (1 param)
/* CTerrorGameMovement::~CTerrorGameMovement() */
void __thiscall CTerrorGameMovement::~CTerrorGameMovement(CTerrorGameMovement *this)
{
*(undefined ***)this = &PTR__CTerrorGameMovement_00c29568;
*(undefined4 *)(this + 0x808) = 0;
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x7fc));
*(undefined4 *)(this + 0x80c) = *(undefined4 *)(this + 0x7fc);
CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)(this + 0x7fc));
*(undefined4 *)(this + 0x7f4) = 0;
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x7e8));
*(undefined4 *)(this + 0x7f8) = *(undefined4 *)(this + 0x7e8);
CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)(this + 0x7e8));
*(undefined ***)this = &PTR__CCSGameMovement_00c0d188;
CGameMovement::~CGameMovement((CGameMovement *)this);
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.