CDefaultResponseSystem::DestroyCustomResponseSystems
0x005baf80 · 82 bytes · __thiscall
_ZN22CDefaultResponseSystem28DestroyCustomResponseSystemsEv
Decompiled
undefined (1 param)
/* CDefaultResponseSystem::DestroyCustomResponseSystems() */
void __thiscall CDefaultResponseSystem::DestroyCustomResponseSystems(CDefaultResponseSystem *this)
{
int *piVar1;
int iVar2;
int iVar3;
iVar2 = *(ushort *)(this + 0x3e5a) - 1;
iVar3 = iVar2 * 0x10;
for (; iVar2 != -1; iVar2 = iVar2 + -1) {
piVar1 = *(int **)(*(int *)(this + 0x3e4c) + 0xc + iVar3);
iVar3 = iVar3 + -0x10;
(**(code **)(*piVar1 + 0x14))(piVar1);
}
CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
::RemoveAll((CUtlRBTree<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short,CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<unsigned_int,CInstancedResponseSystem*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
*)(this + 0x3e48));
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.