CMeleeWeaponInfoStore::~CMeleeWeaponInfoStore
0x00544e20 · 121 bytes · __thiscall
_ZN21CMeleeWeaponInfoStoreD1Ev
Decompiled
undefined (1 param)
/* CMeleeWeaponInfoStore::~CMeleeWeaponInfoStore() */
void __thiscall CMeleeWeaponInfoStore::~CMeleeWeaponInfoStore(CMeleeWeaponInfoStore *this)
{
*(undefined ***)this = &PTR_Name_00c406e8;
DeleteAllInfo(this);
*(undefined4 *)(this + 0x3c) = 0;
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x30));
*(undefined4 *)(this + 0x40) = *(undefined4 *)(this + 0x30);
CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x30));
CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
::RemoveAll((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
*)(this + 0xc));
*(undefined4 *)(this + 0x24) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int> *)
(this + 0x10));
*(undefined4 *)(this + 0x28) = 0xffffffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>::Purge
((CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int> *)
(this + 0x10));
*(undefined ***)this = &PTR_Name_00c08de8;
IGameSystem::~IGameSystem((IGameSystem *)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.