CTerrorWeaponInfo::~CTerrorWeaponInfo
0x005726d0 · 99 bytes · __thiscall
_ZN17CTerrorWeaponInfoD0Ev
Decompiled
undefined (1 param)
/* CTerrorWeaponInfo::~CTerrorWeaponInfo() */
void __thiscall CTerrorWeaponInfo::~CTerrorWeaponInfo(CTerrorWeaponInfo *this)
{
*(undefined ***)this = &PTR_Parse_00c53038;
RemoveViewmodels(this);
CUtlRBTree<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short,CUtlMap<char_const*,char_const*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0xc5c));
*(undefined2 *)(this + 0xc70) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
*)(this + 0xc60));
*(undefined2 *)(this + 0xc72) = 0xffff;
CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
::Purge((CUtlMemory<UtlRBTreeNode_t<CUtlMap<char_const*,char_const*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>
*)(this + 0xc60));
operator_delete(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.