CTerrorGameRules::~CTerrorGameRules
0x0050a190 · 160 bytes · __thiscall
_ZN16CTerrorGameRulesD2Ev
Decompiled
undefined (1 param)
/* CTerrorGameRules::~CTerrorGameRules() */
void __thiscall CTerrorGameRules::~CTerrorGameRules(CTerrorGameRules *this)
{
*(undefined ***)this = &PTR_Name_00c2afe8;
RevertSavedConvars(this);
*(undefined4 *)(this + 900) = 0;
CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>::Purge
((CUtlMemory<CTerrorGameRules::TeleportedPlayer,int> *)(this + 0x378));
*(undefined4 *)(this + 0x388) = *(undefined4 *)(this + 0x378);
CUtlMemory<CTerrorGameRules::TeleportedPlayer,int>::Purge
((CUtlMemory<CTerrorGameRules::TeleportedPlayer,int> *)(this + 0x378));
*(undefined ***)(this + 0x2fc) = &PTR___cxa_pure_virtual_00c1f968;
if (((byte)this[0x300] & 1) != 0) {
SteamAPI_UnregisterCallback(this + 0x2fc);
}
*(undefined4 *)(this + 0x2f4) = 0;
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x2e8));
*(undefined4 *)(this + 0x2f8) = *(undefined4 *)(this + 0x2e8);
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x2e8));
CCSGameRules::~CCSGameRules((CCSGameRules *)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.