CMeleeWeaponInfo::~CMeleeWeaponInfo
0x00544170 · 173 bytes · __thiscall
_ZN16CMeleeWeaponInfoD2Ev
Decompiled
undefined (1 param)
/* CMeleeWeaponInfo::~CMeleeWeaponInfo() */
void __thiscall CMeleeWeaponInfo::~CMeleeWeaponInfo(CMeleeWeaponInfo *this)
{
CUtlMemory<melee_anim_t,int> *this_00;
CUtlMemory<melee_anim_t,int> *this_01;
this_00 = (CUtlMemory<melee_anim_t,int> *)(this + 0xc20);
*(undefined ***)this = &PTR_Parse_00c406c0;
*(undefined4 *)(this + 0xc2c) = 0;
this_01 = (CUtlMemory<melee_anim_t,int> *)(this + 0xc34);
CUtlMemory<melee_anim_t,int>::Purge(this_00);
*(undefined4 *)(this + 0xc40) = 0;
*(undefined4 *)(this + 0xc30) = *(undefined4 *)(this + 0xc20);
CUtlMemory<melee_anim_t,int>::Purge(this_01);
*(undefined4 *)(this + 0xc40) = 0;
*(undefined4 *)(this + 0xc44) = *(undefined4 *)(this + 0xc34);
CUtlMemory<melee_anim_t,int>::Purge(this_01);
*(undefined4 *)(this + 0xc44) = *(undefined4 *)(this + 0xc34);
CUtlMemory<melee_anim_t,int>::Purge(this_01);
*(undefined4 *)(this + 0xc2c) = 0;
CUtlMemory<melee_anim_t,int>::Purge(this_00);
*(undefined4 *)(this + 0xc30) = *(undefined4 *)(this + 0xc20);
CUtlMemory<melee_anim_t,int>::Purge(this_00);
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.