CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent
0x005da7a0 · 75 bytes · __thiscall
_ZN18CScriptSpeechQueue18CQueuedScriptEventD2Ev
Decompiled
undefined (1 param)
/* CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent() */
void __thiscall
CScriptSpeechQueue::CQueuedScriptEvent::~CQueuedScriptEvent(CQueuedScriptEvent *this)
{
if (*(int *)this != 0) {
(**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)this);
}
if (*(int *)(this + 4) != 0) {
(**(code **)(*g_pScriptVM + 0x44))(g_pScriptVM,*(int *)(this + 4));
}
AI_CriteriaSet::~AI_CriteriaSet((AI_CriteriaSet *)(this + 0x10));
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.