CChainsaw::~CChainsaw
0x005317c0 · 184 bytes · __thiscall
_ZN9CChainsawD2Ev
Decompiled
undefined (1 param)
/* CChainsaw::~CChainsaw() */
void __thiscall CChainsaw::~CChainsaw(CChainsaw *this)
{
int *piVar1;
*(undefined ***)this = &PTR__CChainsaw_00c358e8;
*(undefined **)(this + 0x1510) = &DAT_00c35ff0;
if (*(int *)(this + 0x17f4) != 0) {
piVar1 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x17f4));
}
if (*(int *)(this + 0x17fc) != 0) {
piVar1 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x17fc));
}
if (*(int *)(this + 0x1800) != 0) {
piVar1 = (int *)CSoundEnvelopeController::GetController();
(**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)(this + 0x1800));
}
*(undefined4 *)(this + 0x17f4) = 0;
*(undefined4 *)(this + 0x17fc) = 0;
*(undefined4 *)(this + 0x1800) = 0;
*(undefined ***)this = &PTR__CTerrorWeapon_00c52908;
*(undefined **)(this + 0x1510) = &DAT_00c53010;
CWeaponCSBase::~CWeaponCSBase((CWeaponCSBase *)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.