CTankClaw::~CTankClaw
0x00563e60 · 101 bytes · __thiscall
_ZN9CTankClawD2Ev
Decompiled
undefined (1 param)
/* CTankClaw::~CTankClaw() */
void __thiscall CTankClaw::~CTankClaw(CTankClaw *this)
{
*(undefined ***)this = &PTR__CTankClaw_00c4fd08;
*(undefined **)(this + 0x1510) = &DAT_00c50428;
*(undefined4 *)(this + 0x180c) = 0;
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1800));
*(undefined4 *)(this + 0x1810) = *(undefined4 *)(this + 0x1800);
CUtlMemory<CHandle<CBaseEntity>,int>::Purge
((CUtlMemory<CHandle<CBaseEntity>,int> *)(this + 0x1800));
*(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.